[Suggestion] Increase Napalm's Hitbox Size
Personally, I would prefer to see it more like Dagger off hand elementalist skill, “ring of fire” and just land at your feet and put a ring around you. Personally I feel the ground targeting of this skill can go in that case.
Personally, I would prefer to see it more like Dagger off hand elementalist skill, “ring of fire” and just land at your feet and put a ring around you. Personally I feel the ground targeting of this skill can go in that case.
Well, the FT is a ranged weapon, so that wouldn’t make much sense. And throwing napalm at yourself seems pretty illogical as well.
A good replacement would be something like the warrior longbow’s burst skill.
Well, the FT is a ranged weapon, so that wouldn’t make much sense. And throwing napalm at yourself seems pretty illogical as well.
Umm, no, no it isn’t, at least not in my opinion. Not a single skill has a native range over 600. That is not “ranged” in my opinion. That is “medium” range at best, if you ask me. Which is also how the devs describe the profession themselves.
And seriously, do not try to bring real world logic into a fantasy genre game please.
(edited by dancingmonkey.4902)
Or just make it exploding from start? Since nobody uses it without detonating cuz it’s not worth it?
i must admit i find napalm to be most useless in a battle save for might stacking not to mention its AOE is just awfull
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i must admit i find napalm to be most useless in a battle save for might stacking not to mention its AOE is just awfull
In PvP and WvW, completely useless.
In PvE, it’s OK for might stacking with other skills like Acid Bomb or blowing up turrets, but since I think it’s pretty clear that the FT is supposed to have a self-synergy between #2 and #4, it really needs changing.
Speak for yourselves. Napalm can and does take down targets that you need just a little more burst to take down and if players used it more consistently, it can rank up there with good DPS abilities because of it’s low cooldown.
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Speak for yourselves. Napalm can and does take down targets that you need just a little more burst to take down and if players used it more consistently, it can rank up there with good DPS abilities because of it’s low cooldown.
Ummm, we’re talking about the 30 CD fire field on the Flamethrower.
Speak for yourselves. Napalm can and does take down targets that you need just a little more burst to take down and if players used it more consistently, it can rank up there with good DPS abilities because of it’s low cooldown.
Ummm, we’re talking about the 30 CD fire field on the Flamethrower.
My bad I mixed the Flame blast with Napalm.
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
I went and tested a whole load of enemies, everything from golems to flame legion, both using a norn and an Asura engineer.
The height of the fire field is so low that you just can’t land the blast finisher whilst having an enemy targeted.
The only reliable way to blast Napalm with #2 is to not target anything and have your camera at the right angle such that the ball doesn’t go into the ground. With an Asura, this is somewhat tolerable as you just need to tilt the camera slightly to pull a melee-range blast, but on a norn you need to pretty much change your camera angle to something you’d never use normally in a battle, which is awkward as heck and downright annoying.
I think this really needs a fix. Can we at least increase the height of the fire field so that you can blast it whilst having an enemy targeted to avoid having to pull ridiculous positions wih your camera?
Greetings everyone!
As I have already mentioned in another thread, it’s not about how wide the hitbox is, rather about how tall it is:
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
^ the height is more or less a bug because it simply renders the #2 blast finisher unusable when a target is selected and makes trying to blast it at all on norm/charr a complete pain. Unless they wanted to make us play the engineer like a badly-made TPS without a cross-hair, this really needs a fix/change.
The width is really just a design which I think should be changed. There’s nothing fundamentally broken about it unlike the height issue.
I think the engineer in general needs a look at in terms of bugs and things which ruins the gameplay. Correct me if Im wrong but doesn’t engis have the biggest number of bugs in the game?
(edited by Xae Isareth.1364)
nope, most classes have a couple of bugs.
while mesmers got hit the hardest by bugwars, thiefes have a reason to be only seen as backstabbing/heartseeking zerkers: literally every other skill experiences some kind of bug, and even their steal – the F1 mechanic – bugs out often enough.
Yes, engi has many bugs, but some of them are actually useful and the rest is not skill-breaking, just makes them annoying to be used at best. (exception: juggernaut – FIX IT)
I agree about the ground targeting, it’s definitely needed.
yes please…..i dont understand why sometimes when i detonate my flame blast ball…its out of reach when clearly it is within reach or nothing happens. Also, the smoke vent, please increase the radius. I find most of the time its barely working and i know for a fact the enemy is within the 130 range but yet nothing happens. looks like i just farted and got killed for it.
(edited by lchan.2169)
^ the smoke vent is very useful as a panic button when you get disabled. Since its an instacast and switching kits is also instant, it’ll save your kitten a lot of times in PvE.
In fact, due to us having to blast the fire field in bloody skin-close melee range, it’s also very useful to just AoE blind a group if trash so you don’t get ripped apart when you walk right into the middle of the lot to blast your field.
But for the love of all things sane, can we just make #2 a TAoE like pheonix (w/o the return ofc) if upping the height isnt possible?