[align=center]Flamethrower Rework: Polishing Fire The burning sensation usually ends after three to five days[/align] NEW PROPOSAL, AFTER PEER REVIEW AND/OR AN EPIPHANY OR TWO OLD PROPOSAL Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler So, currently, there are several glaring problems with the Flamethrower. The Pyro lacks range in Alpha, which is a problem considering that nobody else does. Its use is primarily dictated by Burn (which is only useful against bosses) and Inferno (which, while amazing, is a Tier 3). It also suffers from critical usability flaws; I erred when I suggested that Frenzy be based on units hit by Burst Fire, as now players only take 1 in the skill so that they may gain Frenzy stacks. And on top of that, Frenzy stacks are fleeting niceties at best even if Burst Fire does not require the player to kill anything due to Burst Fire's finicky hitbox being so divergent from the animation. The Order is simply too attractive by comparison. It has much more range, is not limited by the Mk3 Flamethrower, and has disables aplenty. Despite being the better option by far, it also suffers from some usability flaws that cannot be ignored: its entire Tier 2. Shatter, while useful for snagging kills and healing the Flamethrower, comes way too late to be significant for the former and is not clear on how the latter operates in relation to Vengeance and Faith. Righteousness is borderline useless for Alpha, as the bosses do not require much armor to tank because they have low reduction per armor and the Flamethrower has too many disables at his disposal. The Flamethrower himself also has some problems, such as an innate 5 Shield Armor, which gets very silly very fast. It also bothers me that the Flamethrower doesn't get any innate special handling of the Mk3 even though his suit is built to accommodate it whereas the other marines just have a weapon modifier. He explodes into napalm, but what if he's not a Pyro? What if he's just a big dude with a shotgun? Where did that Napalm come from? Read on, as I seek to address these issues and more. [align=center]Flamethrower Adjustments[/align] Reduce Shield Armor by 3 or even 4, and base shields by 15. His shields are WAY too strong, nearly rivaling the Demolition's. He's way too durable, especially considering that this is something he achieves with zero effort. Increase base Hitpoints by 35. To compensate for the loss of Shield durability. Napalm Injectors (Passive, Innate) The Flamethrower has +1 range with his namesake weapon and can target air units with it. Yes, the Flamethrower gets an innate air attack. Why? Because the current H-3 Igniter is kinda crap and the Orderthrower ditches the Mk3 as soon as possible (and in some cases immediately) due to the inflexibility of the weapon and lack of anti-air available to Orderthrowers. Considering that the class is based around a character that is encased in a suit that is specifically designed to house such a weapon and even explodes into a ball of fire on death to drive home that point, I don't think it's a stretch that he can push his Mk3 a bit further than everyone else. [align=center]Pyro Adjustments[/align] Burst Fire Burst's problem is that it's short range and it doesn't do much damage for that short range. It's also incredibly hard to tell what you have and haven't hit with it thanks to how the actor animation is bound to the model's hands, which go ALL OVER THE DAMN PLACE during firing and not firing. So, to that end, it needs to be unbound from the model, and then its size adjusted to be more in-line with the radius effect. We also have non-visual adjustments that need to be done: Remove the cooldown. Not reduce, remove. It needs to be able to be thrown out rapidly, especially if you're in a position where the first cast didn't kill what you expected it to. Reduce the energy cost by 10. Its energy cost is on par with the Rifleman's Grenade, which is stupid considering that Burst only deals marginally more damage with nearly half the range. There is absolutely no reason to use Burst Fire unless it's against air targets once you get Inferno. Allowing players to belt it out rapidly will lend a unique flavor to the skill, and make it a viable alternative to the other skills. H-3 Igniter gets replaced by Napalm Grenade Napalm Grenade - 30 Energy Cost, 30 second cooldown The Flamethrower launches a Napalm Grenade at the target location, creating a burning pillar of flame that damages and slows enemies by 30%. 12 range. Level 1 - Deals 15 damage per second for 10 seconds. Level 2 - Deals 25 damage per second for 10 seconds. Level 3 - Deals 35 damage per second for 10 seconds. Napalm Grenades give the Flamethrower his much-needed range. It also grants unique synergy with Burn, as hitting an enemy with Napalm and then following up with Burn will keep them in range longer. To visually differentiate it from the Rifleman's grenade, they should have a bit of an arc and a second or two of travel time. Frenzy Frenzy's problem is actually my own, and I openly admit that. Nowadays people go 3/1 and ignore what should be the Pyro's signature skill for some really crappy DPS. That said... Make Frenzy proc on kills. All kills. Including Inferno and regular attacks. This is the only way that Frenzy will ever be viable as a DPS skill on a character that is so heavily reliant on casting. His momentum has to be maintainable, even after he's eaten all of his energy. If we're not fond of this concept, then Frenzy should restore energy on kill or reduce cooldowns on kill. That's really all there is that needs to be done in servicing the Pyro. Now, as for his other brother... [align=center]Order Adjustments[/align] Just a heads up, this is going to be pushing the Order more towards active sustain rather than the funky skill combos that we have running now that makes the bosses so easy to fight. Smite Smite is too damn powerful. This is what happens when we let Countermeasures not only affect bosses, but shave off entire chunks of their hitpoints as well. Smite being in Tier 1 makes the early mobs almost trivial, as it deals a ton of damage to them and slows them considerably, allowing the team to finish whatever Smited units off relatively quickly. I also don't like the skill progression of AOE at Tier 1, Single Target at Tier 2, and then Bigger AOE at Tier 3. So I'm scooting Smite to Tier 2. Shatter will take its place in Tier 1, but that's for later. Smite - 15 energy cost, 4 second cooldown The Flamethrower uses divine might to destroy a percentage of a targets current health and reduces their movespeed for 4 seconds in a 3 area radius. Reduced Effectiveness against bosses. Level 1 - Reduces effected targets health by 15% and movespeed by 30% Level 2 - Reduces effected targets health by 30% and movespeed by 60% Righteousness Staying where it is in Tier 2, but a change in function is necessary. Alpha bosses are not bothered by excess armor, and neither are mobs (especially considering that they're regularly destroyed by the team before they get anywhere near the Flamethrower). Not that I mind, I mean, Flamethrower's got disables out of the everywhere. I'm changing how Shatter functions in conjunction with stuns to make it less powerful against bosses, so I'm moving the health restoration from Shatter to Righteousness: Change Righteousness to add 0.5 Armor and 0.1 Health Regeneration per unit Smited. This makes him less lulzy in alternate storylines and trims some unnecessary body fat in terms of armor bonuses. Shatter Since this is now in Tier 1, I'm changing it to be more for general use rather than to make Faith cost essentially no hitpoints and aid in boss shaming. Also it's going to be a more logical progression of skills of single target > AOE > bigger and better AOE, so there's that bonus too. Shatter - 15 Energy Cost, 3 second cooldown Using His might the Flamethrower hits a single target with holy fury at a 7 cast range dealing massive damage to it. Deals double damage to bosses. Level 1 - Deals 100 damage. If the target is killed, the Flamethrower regains 10 health and 5 energy. Level 2 - Deals 200 damage. If the target is killed, the Flamethrower regains 20 health and 10 energy. Level 3 - Deals 300 damage. If the target is killed, the Flamethrower regains 30 health and 15 energy. Faith Remove the ailment removal function of Faith. Faith is really good, but it comes at a cost, and I like that. This is actually the only thing that I'm tempted to not do, but considering that Righteousness will restore health and Shatter will restore health more often, I can't really find an issue with putting forth this change. I believe that Faith with Ailment Removal makes the Orderthrower too survivable on his own and too non-reliant on the Medic. That's all of what I think needs to be done. The idea is to make Order less powerful against bosses and a little more reliant on the team while also making the Pyro more than marginally effective in his native storyline before Tier 3. Post away, folks.