It's quite literally an emote that stops doing damage as soon as you move.
It should have been upgraded to a placeable turret that spits out electric webs or a circle blue flames.
It's quite literally an emote that stops doing damage as soon as you move.
It should have been upgraded to a placeable turret that spits out electric webs or a circle blue flames.
That's exactly how SB Flamethrower could be used for AoE: overheat and snapshot FT at the end of the window to let it run through the whole barrel lockout, and it was very powerful (on top of not using any TP). We can whine all we want on how overheat and FT were clunky, they do interacted in interesting ways with the whole kit.
They haven't since Stormblood. And every time they take a glance at the job, I actually wish they didn't.
They can simply give Flamethrower a combo action. We have so many actions they removed. Use a grenade shot or Bishop turret as a AOE setup, a grenade or tool with a highly flammable liquid, pressing the ability again will activate flamethrower.
To tell the truth I hate that you unlock your last heated shot till 64. All heated shots should be unlock at 60, a mid combo weapon skill shouldnt be a capstone. they can easy bring back any ability or weapon skill that can combo into flamethrower, how they did Full Metal.
And what’s with lvl 30 skill, you can’t fully utilize it till lvl 35. I SWEAR THE DEVS WANT YOU TO BUY JUMP POTIONS BECAUSE LEVELING JOBS SUCK HARD NOW. THEY TAKE AND TAKE BUT GIVE BACK LITTLE.
There's good interaction and bad interactions.That's exactly how SB Flamethrower could be used for AoE: overheat and snapshot FT at the end of the window to let it run through the whole barrel lockout, and it was very powerful (on top of not using any TP). We can whine all we want on how overheat and FT were clunky, they do interacted in interesting ways with the whole kit.
Flamethrower and Anatman falls in the bad one, there was so many downsides the current one is miles better than the one we had back in SB.
The scenario you describe only used to be in dungeons and you wouldn't feel any feedback.
In single target scenario it was even worse you had to fumble to get the timing right but even then a packet loss resulted in terrible consequences.
In my opinion they could explore better ways by completely reworking Flamethrower and making it the capstone skill it's supposed to be.
Hard disagree.There's good interaction and bad interactions.
Flamethrower and Anatman falls in the bad one, there was so many downsides the current one is miles better than the one we had back in SB.
The scenario you describe only used to be in dungeons and you wouldn't feel any feedback.
In single target scenario it was even worse you had to fumble to get the timing right but even then a packet loss resulted in terrible consequences.
In my opinion they could explore better ways by completely reworking Flamethrower and making it the capstone skill it's supposed to be.
SB single target flamethrower wouldn't have been that janky for ping had we had overheat stacks back then (I played on NA at 200ms ping in SB, I would know how painful it was). AoE FT was great and that's exactly how Apokapylsis is currently used on BLU as well. It's a great example of how to make a full use of powerful snapshots to cover for a downtime window. The feedback was the damage done and seeing mobs melt. Else I'm not even sure what you even mean by "feedback". Nothing has feedback in this game beyond the damage application and funny numbers. If you mean that FT's damage numbers on screen still show as dot damage in tiny red numbers, then I agree, it sucks.
I don't even see how anatman even compares.
The best solution to FT would simply be an interaction with Bio Blaster's dot making it explode or something.
But then, MCH does have more pressing matters with their AoE rotation, like Auto crossbow not interacting with the ogcd recharge timers.
Yes, you don't clearly see the damages as they appear like dots, and they're spread on 11 stacks.Hard disagree.
SB single target flamethrower wouldn't have been that janky for ping had we had overheat stacks back then (I played on NA at 200ms ping in SB, I would know how painful it was). AoE FT was great and that's exactly how Apokapylsis is currently used on BLU as well. It's a great example of how to make a full use of powerful snapshots to cover for a downtime window. The feedback was the damage done and seeing mobs melt. Else I'm not even sure what you even mean by "feedback". Nothing has feedback in this game beyond the damage application and funny numbers. If you mean that FT's damage numbers on screen still show as dot damage in tiny red numbers, then I agree, it sucks.
I don't even see how anatman even compares.
The single target problem was annoying as you pressed Flamethrower for 1 seconds then interrupted it. It was only used to make the jump from 95 heat to 100.
Barely had time to see a spew of fire before you interrupted it.
A button that just makes you jump to overheat mode was exactly the request from the playerbase.
It compares to ShB Anatman how server ping and packet loss affected a resource gauge, can just screw you and be the difference between a powerful opener/reopener or a garbage one.
The current Flamethrower belongs in the garbage bin to build a completely new one.
...just make it give Heat gauge like it used to in Stormblood. That was literally the purpose in Stormblood - it was to initiate Overheat.
We don't overheat anymore, but we have a heatgauge. If it actually gave like 10 gauge per tick as long as it collides with an enemy or something it would be significantly stronger than what it is now.
No need to be fancy, just give it Heat.
Give it heat, or make it consume heat for a lot more potency, I don't care, it's not hard to do, it won't ruin SE's precious savage/trial balance, and it will make the skill actually useful and fun to use.
Firstly depending on the rotation used, you'd do 2 ticks of FT instead of one because you entered overheat from sub 90 heat (I think it was the optimal, standard 3 ammo low latency opener, and one of the 2 ammo rotations had one pre burst proc pattern that required to cooldown and get 2 ticks instead of 1), which rooted you in place for 2s at minimum instead of 1. I do remember being among all of the people that asked for this FT trick to be changed though, and even today I'm not defending the design of that since fucking it up and cutting it too early meant not overheating and literally ruining your burst + delaying your barrel lockout timer after which threw everything up in shamble in terms of drifting after, which wast he real offender. Cutting it too late was painful since it removed one GCD from overheat, but at least it was recoverable after and would have been fixed with the current stacks we have.Yes, you don't clearly see the damages as they appear like dots, and they're spread on 11 stacks.
The single target problem was annoying as you pressed Flamethrower for 1 seconds then interrupted it. It was only used to make the jump from 95 heat to 100.
Barely had time to see a spew of fire before you interrupted it.
A button that just makes you jump to overheat mode was exactly the request from the playerbase.
It compares to ShB Anatman how server ping and packet loss affected a resource gauge, can just screw you and be the difference between a powerful opener/reopener or a garbage one.
The current Flamethrower belongs in the garbage bin to build a completely new one.
The only thing I'm defending is that it actually served as a cast in certain rotations or specific cases after downtime where you'd end up with a lot less heat than planned (for those of you who defend rphys casts), which made the skill useful, core to the rotation, and also introduced variations in how much time you'd have to channel FT depending on the context: instant and no root if just one tick, and a variable channel rooting you in place if more than one tick. What I miss isn't the jank, but the job actually asking the player to identify their current proc state and heat state before burst and input the correct amount of flamethrower to burst.
Also, I was specifically reacting to the mention of AoE FT, which was used way differently than this and ha literally no jank attached to it, much like BLU Apokalypsis currently works.
Note: Anatman was based on server ticks, FT has, thank fuck, never been tied to server ticks but actor ticks (like dots and ground dots, but every 1s instead like Apokalypsis).
Anyway we definitely do agree that current FT has to change.
And I'd go as far as say it also makes it somewhat tricky by auto-firing the 5 shots and you can only walk. So you gotta pick when to use it well, sure. In return it should do quite high damage and scorch the ground, causing a DoT effect for 10-15 seconds to anything that stays inside.
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