not much aiming there tho.
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.
cant wait to see more heavies, class is kinda dead in pvp rn
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.
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.
eh debatable.
@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.
Ok so if its already active this wouldnt actually make melee more viable then vs ranged builds as its actually making light armor ranged/caster builds faster to get away vs melee players then current.
Thats not what is needed, darn.
Its a massive cone lol. Have to be blind to miss your target.
Did they even fix it so enemies can see the flamethrower visual in wars yet? Ive taken a break the past month.
FT hits outside the visual range of its cone as well. Its longer then the tooltip and much longer than the reach of melee attacks that have crap for lunge besides spear.
A FT walking backwards that can time a dodge will not be hit by melee attacks from STR melee. The problem is how clunky and slow str melee is. FT can stay the same but STR melee including great sword coming out all need to be sped up both their auto attacks, heavy attacks, they need the old GA lunge back and tracking speed.
Its going to be a ranged/caster dominated meta game for all pvp that isnt strict stand on spot objective play, until melee is made viable. The problem with FT and rapier and IG isnt the fault of those weapons, its how poorly designed STR melee is in comparison that doesnt have the tools it needs to be viable against them. Tbf Great Axe used to be very viable and good but so many new players to the game complained about it before learning how to kite, use light armor or the old busted medium armor to spam dodges away from it, or take movement abilities, or pick up rapier or Ice Gauntlet that hard countered it.
Instead they gutted Great Axe’s ability to be viable vs ranged/caster in open world pvp and its been a frutration point for str melee players ever since that they lose on avg. to every build that isnt another bruiser.
The self-root on melee auto attacks feels really bad compared to a flamethrower pumping 2 ticks of good damage a second from outside your range on an easy pivot, no cd, we are already pretty immobile. Its hard to get away from and if you need to basically takes you out of the fight as you’re melee range.
Honestly it also feels bad that mages and dex users are better in melee range than STR melee is in small scale combat. (Rapier, spear, FS, LS, IG, VG all hard counter STR melee, its terrible). STR melee needs a redesign to not get dumpstered by everything else in duels and arena type combat scale.
Please devs revert nerfs done to GA Bloodlust and lunge distance. This would help STR melee feel decent to play without having to nerf other builds.
Very well said. I will pin it.
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