Flamethower cooldown

There has been video evidence of someone making a “Purification” Squad that wipes out people in the outer sections of points to help bruisers and tanks get in close and mop up stragglers. So yes, it’s still effective, but the reality is that Musket squads can do just the same (though I will say the purification squad seems to be more effective and wiping out folks in the outersection because the stacking DPS and DoT of 5 FTs tend to melt just about any healer that’s not paying attention). I already explained why in wars a FT on point is a seriously bad idea, and that’s because the CC spam is bad for not just them, it’s bad for EVERYONE in the circle. It’s not a healthy gameplay style when your very function is to just outlag someone or hope the desync from so many spell spam renders them inoperable.

The change isn’t a nerf, because comboing with it is still perfectly viable, as it should be. The change is to simply stop the dodge cycle folks do on the lower end, as well as add a bit more skill play when it comes to skill cycling for said combos.

Theres a perk.

This is what happens to me with all these physical aversion and thrust dmg resistance i have. I’m weak to everything else 'cause Thrust dmg is so op atm.

It is ironic to say 1 ability like flamethrower which you can easily counter, needs nerf… And still after 19%+ thrust resistance 2physical aversion and 3 shirking fortification, bb players to 1-2 shot you in the face for 80% of your health… or have muskets 200meters away without anything you can do but to hide behind a tree, or bow users with all these interrunpts they have… and i could go on…

Also all weapons have a cc, maybe 2 or more, but no FS has nothing…
Flamethrower is a shitty ability against face to face with another weapon… FT is very good mostly as a support ability after using efficient burnout perk.

I get it! Most people want a build that counter everything else… But this was never the case for a mmorpg game, especially in classless game like New World when you can have so many different combos. Some builds are better against other builds and the opposite.

Its not about melee being able to counter Flamethrower. Its about melee not feeling like crap vs FT. Melee should operate as smoothly in how it functions as does the Flamethrower ability.

Melee weapons (STR) do not function well in combat vs anything other than other bruiser builds and spear, since GA was gutted way back when. Thus they are not used besides group objective control. Str melee doesnt counter much of anything which is a problem. Theyre too clunky with too long of aninations and too short range compared to their ranged counterparts that have too many tools to kite or run.

Im looking forward to the changes upcoming that prevent running for short periods after being struck by a melee attack.

its almost like point needs to have tanky melees. Mages no matter how OP will never out number the amount of point players in war, in the end, whoever has more numbers on point wins, if u have more mages than bruisers, sure u might kill a lot of people, but ur team will probably not have any point presence. The issue with flamethrower is its super good at what it does AND has no CD, if it had a CD, itd be much more balanced, otherwise, its just a crutch ability for people with no aiming skills. Just ice wall, flame thrower. dodge, flamethrower. Oh? you staggered/stunned the mage? well thats ok because they can just recover and go back to flamethrowering. Even a 5 second CD is enough, just something to make to where they cant just kite and flamethrower melee users 100% of the time. theres no punishment for getting staggered out of flamethrower other than “ow I took a little dmg”

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Str and dex melee weapons have homing/tracking that auto aims in toward the target AND lunges forward to it. Flame thrower is 100% player aimed at walking speed.

not much aiming there tho.

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Currently all armors are at 1.75s the change benefits heavy armor the most.

  • Light equip load - 1.5s delay (Reduced from 1.75s)
  • Medium equip load - 1.0s delay (Reduced from 1.75s)
  • Heavy equip load - 0.5s delay (Reduced from 1.75s)
  • Light and Medium dodge translation reduced by 20% while the delay is active.
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cant wait to see more heavies, class is kinda dead in pvp rn

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It functions similar to lightning gun from quake series. If your aim is cracked you can hold it on a moving target well… if not it will miss.

its more like pyro from tf2 where u can just look at someone and thats good enough.

Dude, aiming? Aiming was the good word for early bow from the game, cause after buffs you can;t even say it any more about bow with hitboxes big like truck.

Aiming with flamethower? With ability which is 6 meters reach and totally aoe? Good joke.

guys, let’s be serious if you want to protect FT so much, at least have any logic arguments.

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It does not aim for you like all other melee weapons. Most melee weapons have cleave aka AOE what is your point?

Yep

Eh. It was simple. With melee attack you have to actually aim and click to put the hit. You can always miss, even in close range.

do You can miss with flamethower? Sure, if you gonna look totally opposite direction that your enemy is standing then yes, otherway, all you have to do is push the button for the skill, and direct your mouse into enemy which is 6 meters away from you.
This is now the same kind of “aiming” with melee attack. Aiming is shooting with a musket. This is aiming.

You can make the same argument about any melee weapon, they are crutches for players who can’t aim. Mages can also wear heavy and medium armor and be tanky. Also light DPS isn’t filled out with Flamethrower users in wars, if it was some insane ability like this guy claims it to be that would be the case. Instead we see tons of light BB, IG, Bows, skitzo etc. The simple fact is Firestaff is rarely used in wars at the moment, at the most you see 2-3 per side. 5 second CD would downright destroy the ability.

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eh debatable.

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@JuicedInsomniac I think its more of a crutch for players with bad timing, Because you can’t really time a dodge against it. I do concede the skill floor on flamethrower is probably too high, its decent in bad players hands. But knocking the skill ceiling way down isn’t the way to solve that, I haven’t seen a good suggestion that doesn’t ruin the ability.

just rework the thing imo, give it the social distancing treatment, make it better by making it do something else, and or nerfing it while giving it other advantages.

I honestly don’t feel it is that much of a problem, and if this ability is removed from the game firestaff probably goes from getting the 1-2 war seats it gets now back to the 0 it got for the past 8 months. Yes I use it so maybe I can be considered bias but I really don’t see it as anymore oppressive than a light BB or Hatchet being on someone. It basically is trading a FS skill for a very fast swinging melee attack which is mostly used to finish off low health players who are trying to run away. We are talking a melee range channel ability that doesn’t have grit, gets cancelled by any stagger including scream, and needs to be channeled for long periods of time to get its damage up, adding a cooldown just goes against everything that does and would make it wind chill tier.