It’s safe to say the flame staff has been a controverse weapon in terms of balancing for quite some time now. With the devs even admitting that power creep has become a problem in Darktide, the flame staff needs addressing.
My biggest problem with the weapon is how simple it works, because it offers little balancing options other than reducing range, increase peril gain or removing infinite cleave which all would cause the weapon to be just dead useless if reduced to strong.
However, when looking at the Zealot flamer, that weapon is perfectly fine despite being stronger and having even more range once firing. The reason why the Zealot flamethrower is balanced is not only that it is limited by ammo, but more important by long reload time. Basically, you can’t spam that thing all mission long and rather save it for the real thick hordes.
The first thing I’d suggest is to change the primary fire to something different that doesn’t also have infinite cleave. A short ranged shotgun like blast or a single ball of energy that applies souldblaze to the target, there are many possibilities that could be soulblaze based. The removal of the current primary fire would also safe the team from epileptic seizures.
The secondary fire is the thing however that needs changes that don’t allow it to be spammed all mission long. I thought of either a charging bar similar to how the Covenant Greatsword charges it’s special ability, or an overheat meter that rises when using the flames and as higher it gets, the higher the peril increase becomes from using the flames to a point where you can’t properly use it anymore and need to let it cool off. Personally, I’d prefer the second as you don’t have to watch two different things to know how long you can use it and you can get a feeling by just looking at your peril. As for the UI, both versions could be implemented as outer layers to the existing charge meter into one UI that shows both.
Both versions would bring lots of new ways to balance the weapon and the exact numbers need testing on what is a good balance between advantage and disadvantage.
I would also recommend taking a look at it’s blessings, as for instance “Blaze Away” is bugged for a long time now and always stays on maximum stacks when only charging the staff for a short time, making it way stronger than it is supposed to be.
The mistake with the flame staff is that it was a 1 to 1 copy from Sienna’s flame staff with the difference that Sienna had way more cooldown time than Psykers have and she didn’t have a blitz ability to deal with specials, especially no auto-brainburst.
Personally I would be fine if the weapon gets nerfed into the ground but I think it’s smarter to make something good out of it that doesn’t involve spamming fire 99% of the mission long.