Flamer balance after FotF fix (no more ranged rending)

Patch 7 introduced some not so minor changes to the flamer and fire DoT, let me remind you all exactly what has been done:

Now when the infamous interacion is not an issue anymore, the time has come to un-nerf the flamer at least to some degree. The reason for it to stay nerfed is no longer there.

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Agree

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I have always said that the ammo reduction was not the best idea… but about damages, I don’t think they should revert the changes.

And yes, I used it after the patch.

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Hello @FatsharkQuickpaw @FatsharkStrawHat Is there any way you could kindly relay this message of a potential Flamer rebalance to the team? Thank you.

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Yes, I used the flamer too. It’s not bad but the nerfed state is no longer needed to keep it in check.

not seeing the dots connected. just because it was particularly bad because of the ranged rend on chastise doesn’t mean it wasn’t op the rest of the time to.

if you think it should stunlock and kill everything en masse from pox walker to crusher i can see why you might want it. but to think its needed? dont see it myself. and id rather not go back to 2-3 flame weapons in every group.

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Would love for this to be reviewed. I understand that CtW wasn’t the only reason but still

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image

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yes. read the next line.

chastise getting fixed hasnt affected the trest of it.

To be buffed to the og power?

Ehh, not really.

For them to actually revist it and give it something that other weapons can’t do 10x better?

Yeah, that would actually be nice.

On release it was powerful but slow, not super ammo efficient, and close range. Post nerf it’s all that minus the powerful.

The problem is that the flamer currently has no niche what so ever that other weapons just don’t do better.

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Flamer was a horde control tool that was equally powerful against the fewer elites we got at the time.

Nerfed extensively because of ranged benefits from CtW armour class boost that made it good against Elites

Roll forward 18 months…

Now doesn’t have Elite benefits due to FotF changes.

Redundant against hordes as almost all melee weapons can handle a horde, often with better procs.

Redundant against Elites still.

OP suggests we should revisit the flamer.

Those are the dots. Also, buff the Dots. :sweat_smile:

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The problem, at least for me, is that the only weapon I could associate with the flamer is the thunder hammer cause it sucks against horde. However, my opinion on thunder hammer, is that it sucks on everything except monsters.
But, it may be on my side. I wish shock & awe could do something… instead of being one wasted blessing.

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Hard agree, hell I even felt like it needed some help back when it could use FotF. Great as it was in conjunction with it, I always felt like it having to use FotF to be worth using wasn’t good game design - Especially since most other people I talked to about it confessed that it often wasn’t worth using over proper ranged weapons.

Doesn’t help that it never got the damage increase the Purgatus staff got when the class update launched and enemy health across the board got a significant buff. If it were me here’s how I’d change it (if you’ll forgive the copy/paste job from Patch 7’s notes).

  • Revert clipsize range back to 40-50 and reserves to 90-250 .
  • Increase Damage to 33 for primary fire and 20 to secondary to match Purgatus.
  • Increase alt fire spray armor mods as such:
    • damage vs Flak mod near-far from 100%-50% to 125%-75%
    • impact vs Flak mod near-far from 75%-10% to 90%-20%
    • damage vs Carapace mod near-far from 10%-0% to 15%-0%
    • impact vs Carapace mod near-far from 10%-1% to 15%-5%
    • impact vs Maniac mod near-far from 100%-50% to 125%-75%
  • Increase burst armor mods:
    • impact vs Flak mod near-far from 100%-50% to 100%-75%
    • impact vs Carapace mod near-far from 10%-1% to 15%-10%
    • impact vs Maniac mod near-far from 100%-50% to 125%-75%
    • Increase initial impact on alt fire spray, ramps from impact range 4-8 to 10-15, was 1-2 to 10-15

Essentially aside from the straight ammo reversion and the damage card buff, it’d be brought roughly between where it was before patch 7 and after. I get why some people are reluctant to see it buffed from how dominant it was back then but surely there’s some middle ground, having it be so strong that it trivializes all close combat is bad but so is having it beaten at it’s own horde-clear game by numerous guns and even melee weapons.

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rebalance or death!

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Agree

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Adding one more gas canister would do the trick.

Flamer should either have more ammo to be true anti-horde weapon, or it should do more damage/stagger to armored targets. Back when they nerfed it, they hit both ammo pool and damage at the same time. If they don’t want to increase its damage, they can improve the stagger force of the flame stream (meaning, if you keep spraying the enemies, they’re being pushed back/slowed by the fire).

Since they’ve removed ranged rending, it’s only fair they reinvest some of the lost power back to the weapons that need it the most.

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Another thing that could be added that would be cool is if we were also able to cake floors with flames like the enemy Flamers can, give it another facet of CC.

The hangup there is if it’s too good then immolation nades lose a lot of viability.

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I think we’ve been asking for this for some time, but nothing came out of it.

wow it only used to be completely useless vs ranged elites snipers and splinters… now it’s also useless in close combat hahah “we hope to create a clearer experience with the flamer” what the hell ? xD

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I even forgot how much I miss seeing flamer around. I’d say that flamer on Zealot is as iconic as plasma or bolter and now that FotF/CtW is finally got fixed it should definitely get back it’s previous power.

It was the best designed flamer in any game I played, able to melt not just horde, but also shooters and damage many other enemies. It’s a shame they previously decided to nerf it instead of fixing a broken interaction.

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