Flamer in Damnation

I don’t feel that the Flamer is as oppressive as it was, but its certainly still really strong. Quandale scored the following while running flamer and heavy sword. He had plenty of uptime on the thing. I was using my TH and Lawbringer and I pulled a distant second in damage and far lower in total kills.

I know people don’t use the flamer as much but that is, in my view, mostly because it gets boring. Not because it has become a bad weapon. I’m not objecting to it being strong either. If anything the problem remains that the enemies are too weak and don’t deal with flamer users in a sensible manner. Partly because the aggro radius for shooters has been reduced. Enemy aggro radius should be reverted. One of the key drawbacks of flamer was getting shot. If enemies don’t aggro outside of something like 20m then you will always be able to ambush everything.

If you get a mod for your mod, you can also see additional data like

  • melee damage/kills
  • ranged damage/kills

That data certainly would show pretty clearly, how much the flamer still does.

I think everyone was mad at the flamer because they didn‘t get to attack any hordes with anything.
And because the zealot flamer was so busted that you could be the lowest skill player in the game, and still easily swipe the floor with pretty much any enemy on damnation, by simply equipping that weapon and holding down one button.

I NEED it.
Hell, I can run flamer on a map myself. I’ve got a perfectly good one. Will have to be later today.

Or anything else. Imagine bringing a thunder hammer to a game and some other zealot kills all 6 crushers before you get to make your second swing.

I have it on video.

I was chuckling to myself seeing flamer mate beat out your T Hammer on boss damage.

Oh yeah. One was a plague ogryn and one was a beast of nurgle. I don’t find it pleasant to melee those so i usually just shoot it until its weak enough to hammer one time and kill it. But he flamered both, so obviously it does some crazy high boss damage. Its pretty damn strong against those but i am not sure if i’m opposed yet.

Then again a guy with a bleed stacks knife out damaged me on two plague ogryns despite me running up and chain axing it many questions. Which is kinda wild. Especially when he did 200K less total damage. Is bleed just strong against monstrosities?

Yes because they’re unyielding, same as Reapers and Bulwarks.

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Yeah it was def too strong. Glad Im seeing less of them. Too good at too much.

Haven’ t tested it, but I’d venture so far to say that monstrosities just live long enough to eat a lot of the dot and the single target damage from heavy attacks on weakpoints ain’t shabby either.

Are unyielding specifically weak against dot damage?

For bleed yes. They take much more damage from it than any other enemy type.

Well that explains why knife into bullwarks feels so good to use, but comparatively weaker against maulers.

Flamer doesn’t even stagger pox walkers or any low tier enemies reliably anymore…
The amount of times you brace fire, and enemies still come streaming through like it was bubble foam or smthg.

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People that play a 4 player co-op VS Ai game, that get mad about other players dmg numbers and kills, should definitely better play a solo or pvp game. Because that kind of mind set is rater one of a CoD or CS player. The challenge of VT and DT should be to finish the mission. Not getting the higher number of total dmg and/or Kills.

And no. Most players simply hated and still hate the flamer, because its flames blocking the whole screen, preventing the rest of the team to see further away shooters. And on top of that, the bright yellow flames overlap with the bright yellow shooter highlighting color of the Veterans ULT, what leads to situations where the Vet uses his Ult without being able to hit anything and just getting it on cool down.

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It’s not about that.
It’s about others killing all the stuff too fast, so that nothing is left for you to have fun with.
It should be fixed by higher difficulty or nerfs, i’d prefer higher difficulty.

How about doing both?
At some point, mission completion alone stops being a challenge anyway. Hope devs could change that.

A co-op game where one player does everything and the other 3 players do nothing is not a co-op game. That’s a single player game with observers. I don’t consider that anything close to properly balanced. I don’t care about big number go up. I care about whether or not I get to do something during the game or not. I’m not sure how this wasn’t evident in the example I gave, where I specifically describe not being able to do things because the flamer killed all the things before I was able to use the weapon I brought for the job to do the thing. The flamer and the thunder hammer shouldn’t even be sharing a role, in lore or in gameplay even in tabletop gameplay, for blending crushers. The flamer is terrible at that in Tabletop and Lore and it is certainly worse at it against carapace wearing ogryn. The hammer is good at that.

Its bad balance.

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Maybe they should fix or change the zealot ult if it has that big an effect on every ranged weapon zealot can use, since they’re using that as a balancing factor.

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I’m sure that was high effort and they though they could just bring it in line this way. But I think they need to look at that seriously and allow it to not be a flat buff to all weapons but bet adjustable based on weapon. Then they could nerf it when used with Flamer and buff it on other things (for example). The main issue I ever had with flamer was it was too strong against Crushers and Maniacs* (ragers specifically). If it was weak enough against them it wouldn’t matter if it was a strong weapon against everything else because there’d be a group of enemies it doesn’t kill well and everyone would have a place to chip in.

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