Flamethower cooldown

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.

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Very well said. I will pin it.

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bump @Zelme @o-o @Luxendra

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