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.

Quote Originally Posted by CKNovel View Post
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.
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.

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.