Really?
This thread became…I don’t wanna say the word… See yall ![]()
There are two main issues with the flamethrower.
TLDR: It is fine having an easy mode ability so some people can enjoy pvp but it certainly does need some kind of downside and having a much more significant mana drain is the best way to go in my opinion.
@BRGF
- There is 0 CD. With this like others have said they can roll spam flames roll spam flames.
This is an issue that can be countered by just getting good. When flamethrower starts up they have 1 second window where they cannot take any action other than moving around.
So all you have to do it force them to dodge out of flamethrower and then aim your cc for when they go to start back up and they will be unable to dodge so as long as you dont miss youll be good.
- The mana consumption is ridiculously low. People can literally hold flamethrower for absurd amounts of time before they run out of mana.
This is a much bigger problem in any pvp scenario thats is not a 1v1 duel in my opinion.
The reason for this is because in a group pvp setting like arena/OPR for example if you are fighting someone and a fire mage comes up from behind you he can just hold the flames out for an absurd amount of time while you are dealing with the other player. And since flamethrower is a constant stream even if you are trying to dodge around them the second your i frames are finished you start taking damage again and you continue taking constant damage until the moment your next i-frame starts.
On top of that the hit box for the flames extends further than what the visuals show so you can not even see the flames hitting you but yet your HP is just melting.
If we had this same scenario except with LA/HAs and other fire staff abilities you would actually be able to avoid the damage given that you dodge correctly and the fire mage actually has to aim and use abilities competently to do anything.
With all that being said I think addressing the second issues is the way to go. By significantly increasing the mana cost by say triple or even quadruple it would make it so people cannot sit on flamethrower for a long time making the second scenario much more manageable for players. On top of that this would also finally give some value to the mana perks in the fire staff tree and/or jewelry mana perks since right now they are basically useless because of the 10 mana you get from dodging.
Completely agree with this, sometimes you do not even see the flame coming out of the staff in OPR, the same goes for wind chill. Not seeing what is hitting you IS a problem.
As far as cooldown it’s been this way for a long time. I don’t see any reason to change it.
Mana cost might be looked into as well as the fact that 1 infused mana pot completely fills your mana bar anyway.
Facts. I think addressing the mana cost is the best way to balance it without gutting the damage or making it lose the uniqueness it has compared to other abilities.
Agreed, can’t believe the firestaff visual bug hasn’t been fixed yet. There’s sometimes just a guy holding a stick and your health is melting…or even better yet just a guy with his hands out (staff not even visible)
Wind Chill
On another note… we should also add a resource for melee attacks to create balance. Telling mages they have to manage mana while melee can endlessly light/heavy attack without stopping isn’t really fair. Not only do all our attacks cost mana but so do our special attacks. Do any melee attacks cost anything to use??? Also flamethrower doesn’t hurt if you have have more than 50 constitution and some fire resist gems. As a fire mage… upon hitting someone I can tell how low their health pool is and how little resistance they have to fire. I’ve also seen threads where people complain about our 1 heavy attack being free talent. Truth is no one likes to die to Firestaff but’s it’s gonna happen… just like I die to spear stabbing me in the chest and muskets shooting me in the head constantly.
It’s NOT only that second after dodging.
The problem is broader.
Combat controls are SLOW af.
Weapon swapping is so fucking slow. It take ages for the weapon to swap. And it feels sticky.
Light and Heavy attacks prevents the use of skills and the use of consumables. I mean, while you’re doing single or heavy attacks you can’t activate skills nor use consumables. You must stop doing clicks, then press the skill/consumable for it to activate.
And Skills & Consumables MUST ALWAYS override single / heavy attacks in a Good MMO.
This is the only MMORPG that I played in 21 years that had this wrong behaviour.
THIS ALONE COMPLETELY RUINS THE COMBAT / USER EXPERIENCE
This game would be MUUUUUUUUUUUCHHHHHHHH BETTER if single and heavy attacks won’t prevent skill/consumable activations. And If I doesn’t have to wait for a second or more for weapons to fucking swap !!!
This problem is NOT only with the flametower skill. Is a global problem, because the combat controls are designed WRONG.
I’m tired of saying that. I think I’ve even created threads with videos demonstrating this HUGE problem.
But no dev / moderator seems to be listening.
An absolute +1 to completely remove that cooldown, but not only on that skill. Skills, Transitions between skills & weapon swap must be much faster.

So true
Be real with yourself, against good players, or against players with meta builds
- both can be true at the same time.
- all meta builds have the mobility, cc, or defenses to deal with flamethrower.
Think about it, be honest.
It’s easy to counter flamethower if you have light armor. But since some time I am using medium armor, and the problem is that because the mage is usually wearing light armor, has got all LA good perks, had got over 200+ INT for mana regen after roll, has got accelerated flamethower perk in his weapon, then you can not literally get away even for a second from this flamethower, cause the ability has got 6 meters reach. Medium armor single dodge isn’t that long. So if we could prevent players from brainless rolling and keep spamming ability, he couldn’t just follow people without aiming, roll all the time, stack burns, take speed… it is riddiculous.
Pls explain. If they’re in light, which they usually are…they can just roll as well and turn it back on. If you get a bit too far away, that’s what burnout is for. Plus the other things that you said. Much of the success I’ve had in countering flamethrower comes from cc or killing them before I die. But rolling away has never worked for me personally.
I don’t know. It’s like in the light armor dodge is much longer, and it is jsut easier to avoid all that damage.
In medium dodging to avoid flamethower damage has got no sense, if for example, I wait for my cc on cooldown to stop him, jumping or any other ways to avoid that damage doesn’t works, and you are ******. I can avoid damage from other weapons not only by dodging, also by jumping, or sometimes just laying down in unexpected moments… but not with flamethower… he just rolling after you with almost full mana all the time and just spam it spam it. He got speed with perk on weapon, he stack you burns, and ability has got 6 meters reach. If this doesn’t sounds OP, then I don’t think this game have any hopes left…
yeah, Flamethrower needs a cooldown adjustment to 3-4 seconds. Reason for it is because it has massive synergy with Ice Gauntlet and allows a near complete impunity on damage and control, making challenges towards said mage nearly suicidal unless you outrange them. Solid FT players pretty much bully others like a legit tank to the point it’s baffling.
against bows, spears, muskets, hatchets, blunderbuss… if you use this ability as i said 100 times already in other forums too by it self without knowing what you’re doing you are dead from all of them in a sec… Stay with your flamethrower face to face with a good player…
Firestaff and especially flamethrower ability believe it or not is the least used weapon also in wars… why is that? Because every1 could counter it easily.
I agree with @SIMPLY_FABULOUS mana consumption is very low.
Flamethrower is really good against players out of stamina where they trying to flee.
But again all attacks are good then xD
And to keep pressure on players, if they are not focusing you
There is no other ability like flamethower which you can spam over and over again and you do not even need to keep melee distance, cause it’s has got 6 meters reach.
Something has to be done about it to stop it, and prevent from brainless spamming the abiltiy.
Increase cooldown after dodge, or increase mana consumpt, or idk what else
That’s why the game provides you by a plethora of builds and weapons and combos… Don’t expect all builds to be effective against all of the other. Some builds are better against a specific build some others are not. That’s the way it is in classless games and in all mmo games too! Make 2-3 builds you like to play and have fun…
With all respect, man, but why are you trying over and over again to change my mind and prove that I am wrong? You have your opinion, and I have mine. And I will not stop, not until this ability will be balanced. And many many many people said the same as me, that this isn’t. Maybe they do not all agree with me to make it cooldown, but thye agree it needs changes. And You keep coming here over and over and try to do what I said above… can you just stop?