I’ve been an Engineer since BWE1 and before GW2 launched the first thing I would do as soon as the beta servers went online was rush to the mists and see what they changed with the flamethrower. Losing backdraft hurt and it’s replacement seemed thrown together without much thought, but nevertheless the FT is a little bit better than it was way back in BWE1. It still doesn’t really work as a main weapon though (believe me I tried, reaching rank 20 by BWE3 and having done a ton of tournaments since launch). So I thought I would explain what needs to change and WHY those things need to change.
First we need to accept what the flamethrower is: a close-range offensive weapon. Back in the BWEs I would have said that it was apparently a control weapon, but ArenaNet said that that was not their intention, and it was underscored by the removal of backdraft.
Okay so let’s look at the skills and analyze what needs to change about them:
1. Flame Jet
The damage on the auto attack is too low. Leaving bugs like kits-don’t-stay-on-auto-attack and the tons of times where the spray misses absolutely everything, a full channel is just not worth it, especially in melee range. On solution is to make more ticks proc burning, thus making it less punishing when your spray bugs out and misses several hits. Or, if the missing is fixed, a simple damage buff is needed (10-20%).
2. Fire Blast
A lot of people think this should explode when it hits your target. I disagree. Fire Blast is currently a skill shot that requires precise positioning and a CC setup (usually net shot or air blast). The problem is that it doesn’t do enough damage to reward the player for lining up the skill shot.
Making it auto-detonate on contact would take any type of positional awareness out of the skill and the damage would in fact have to be NERFED to compensate for that. No, I think it’s fine how it currently stands mechanically, it just needs to be more rewarding for landing an admittedly-difficult hit. The travel time is also very slow which makes it dodgeable. This is a good thing. But it means it should do more damage. Not saying it should do Hundred Blades levels of damage, but landing a Fire Blast is currently much harder than landing a HB.
3. Air Blast
No issues with this skill.
4. Napalm
This skill doesn’t synergize at all with the Flamethrower itself, but when used as a quick swap to and from the FT to place a fire field, it works fine. So I guess it depends on your perspective. Skills like this and 3 Air Blast make the FT kit far more useful as a “utility slot” in the typical sense of the word, where you switch to the weapon for a knockback and then go back to using your “real” weapon — the one that actually does damage. I’m fine with this one staying the way it is but perhaps something could be done to make it synergize a little with the Flamethrower itself. Maybe Air Blast should be a blast finisher, allowing you to combo with Napalm. Something like that, maybe.
5. Smoke Thing (me not knowing this skill’s name perhaps shows how much thought went into the designing of this skill, no offense)
Okay so ArenaNet removed the control skill Backdraft (which used to pull enemies to you and burn them) and replaced it with this, a defensive skill — which is a bit weird since the Flamethrower is not what you would consider a defensive kit. The radius on this skill is laughably short however.
It is nice that you can use it while stunned, but since it only blinds once you will get hit by Hundred Blades or Pistol Whip 9 times instead of 10, and you’ll still be dead. I propose changing this skill to drop a smoke field that perma-blinds inside of it for 3 or 4 seconds (you can keep the radius the same if you want). I believe that this would do two things:
- It would give multi-kit engineers a replacement for their lack of stun-removal. Currently you simply can NOT use 3 kits in PVP. You need a stun-breaker to combat the many burst builds that are currently out there. If the FT 5 could drop a smoke field, you could switch the the FT and use it while stunned, negating things like HB or Pistol Whip assuming you haven’t put it on cooldown. Meanwhile, it could still be countered by things like Dragon’s Tooth.
- It would make the 5 skill far more used since you can use the smoke field to combo. Right the 5 skill is alright but so very situational — and even then it is not that effective.
With those changes I think the Flamethrower would be a far better weapon, and one that could be used in PVP. The “armed kits” need a lot of help if their design intention was to be weapons that made up for engineers only having one primary weapon.
Thoughts?
(edited by Moderator)