Quote Originally Posted by Aeliott View Post
but I can't see them making overheat last a weird number like that. It'd be nice but other jobs rarely get latency-based bones thrown to them, and the potency loss of getting the last "heated boost" possible isn't as dramatic as everyone makes out. Or maybe they could make it an illusory 11/12s by counting down from 10, but flashing at 0 briefly at the end and still allowing anything during that to be "(over)heated".
There are other ways they could improve overheating besides extending the timer:

1. Make animation locks shorter for all abilities during Rapid Fire. You know, like they've changed animation speeds for Jumps and Shukuchi, now extending similar changes to Plunge, Aetherial Manipulation and Between the Lines. This would make weaving ogcds much easier and result in more steady overheats without clipping because of latency fluctuations. They did implement mudra changes as a latency fix for NIN before as well, although I don't know how effective they have been since I don't play the class currently.

2. Stop overheat timer from ticking down while Flamethrower is still in progress. This would make it easier to time the first action after starting overheat instead of this thread-the-needle timing to get 6 gcd overheats.

Just with these two changes overheat and Flamethrower would become much, much more user friendly and make the class easier to play for more people with slightly higher latency. These changes shouldn't even require big reworks and the gameplay of the class would remain the same as it is now. Canceling Flamethrower early would still be a problem, but the punishment for canceling it too late would be much smaller. If we wanted to change the canceling problem, that would require an ability similar to MCH's Stun Gun in PvP actions, or redesigning Flamethrower as an instant cast. Given that such instant overheat ability does exists, however, I don't think it would be unreasonable to give a similar ability for PvE to improve playability.