Incendiary Powder
Incendiary Powder – Adept Explosives major trait
Critical hits inflict Burning for 4 seconds, 10 seconds cooldown
Incendiary Ammo – Flamethrower Tool Belt skill
Your next 3 attacks cause 3 seconds of Burning, 60 seconds cooldown
I’m not sure what you mean when you mean. Should Incendiary Powder inflict Burning regardless of critical hits?
I’m aware that currently Incendiary Powder is an on-crit effect. This makes it pure random chance: opponents cannot predict when they’ll eat a high-damage burn because it could essentially proc on anything at any time.
My question is why Incendiary Powder has been left to work this way for so long when a much more reasonably designed version already exists (Ammo).
Well, I think if you take into consideration the cooldown differential, never mind the fact that you have the Flamethrower occupy one utility slot, Incendiary Ammo isn’t that much more “reasonably designed” to fit most builds.
The OP means that in PvP vs. an engineer, you can dodge attacks that would proc incendiary ammo, but incendiary powder is completely unavoidable and unreadable.
I’d be fine with nerfing it to “100% chance on crit to cause your next attack to inflict burning,” with the same 10-second cooldown, and a visible icon or even a big animation added to the next attack.
The OP means that in PvP vs. an engineer, you can dodge attacks that would proc incendiary ammo, but incendiary powder is completely unavoidable and unreadable.
I’d be fine with nerfing it to “100% chance on crit to cause your next attack to inflict burning,” with the same 10-second cooldown, and a visible icon or even a big animation added to the next attack.
Then to be fair, wouldn’t the have to do this for all on-crit procs, such as bleeding and confusion procs?
The OP means that in PvP vs. an engineer, you can dodge attacks that would proc incendiary ammo, but incendiary powder is completely unavoidable and unreadable.
I’d be fine with nerfing it to “100% chance on crit to cause your next attack to inflict burning,” with the same 10-second cooldown, and a visible icon or even a big animation added to the next attack.
Then to be fair, wouldn’t the have to do this for all on-crit procs, such as bleeding and confusion procs?
Confusion procs only exist in WvW with that one rune set, which is already scheduled to be nerfed. Bleeding procs are negligible compared to IP. It’s a legitimate concern.
I do not feel it is a legitimate concern at all. Especially if your going to use mis-information to make your argument. I assume your referring to runes of perplexity. You inaccurately claim they are scheduled to be nerfed. When the truth is, all that was said, was that they would be looked into.
If you want to have an honest discussion, that is great. But please, do not twist facts and create mis information to do so. That will just start a train of mis information mutating and popping up in other threads.
https://www.youtube.com/watch?v=6q3em9s5I4c
The OP means that in PvP vs. an engineer, you can dodge attacks that would proc incendiary ammo, but incendiary powder is completely unavoidable and unreadable.
I’d be fine with nerfing it to “100% chance on crit to cause your next attack to inflict burning,” with the same 10-second cooldown, and a visible icon or even a big animation added to the next attack.
Then to be fair, wouldn’t the have to do this for all on-crit procs, such as bleeding and confusion procs?
Confusion procs only exist in WvW with that one rune set, which is already scheduled to be nerfed. Bleeding procs are negligible compared to IP. It’s a legitimate concern.
What about things like guardian burn procs, dhuumfire, sigil of torment, ranger spirit procs, and panic strike procs? These things simply occur on a crit or when other conditions are met, so you can’t really “see them coming”, per se.
What about projectile finishers? Should those get the same treatment? You can proc a lot of burn or confusion through those, in addition to other things, yet there’s no real way to “read” them since they occur at random.
I just don’t think that concern about incendiary powder is valid, at least not without throwing in everything else with it. You can do the same sort of thing with incendiary ammo too. Just pop it mid flame jet or just before a toss of grenades hit, and it’ll get used up in less than a second.
The OP means that in PvP vs. an engineer, you can dodge attacks that would proc incendiary ammo, but incendiary powder is completely unavoidable and unreadable.
I’d be fine with nerfing it to “100% chance on crit to cause your next attack to inflict burning,” with the same 10-second cooldown, and a visible icon or even a big animation added to the next attack.
Then to be fair, wouldn’t the have to do this for all on-crit procs, such as bleeding and confusion procs?
Confusion procs only exist in WvW with that one rune set, which is already scheduled to be nerfed. Bleeding procs are negligible compared to IP. It’s a legitimate concern.
What about things like guardian burn procs, dhuumfire, sigil of torment, ranger spirit procs, and panic strike procs? These things simply occur on a crit or when other conditions are met, so you can’t really “see them coming”, per se.
What about projectile finishers? Should those get the same treatment? You can proc a lot of burn or confusion through those, in addition to other things, yet there’s no real way to “read” them since they occur at random.
I just don’t think that concern about incendiary powder is valid, at least not without throwing in everything else with it. You can do the same sort of thing with incendiary ammo too. Just pop it mid flame jet or just before a toss of grenades hit, and it’ll get used up in less than a second.
Right, it’s the same as other on-crit procs. It’s just one of the more powerful ones. Sigil of fire is the only one that’s arguably better imo.