Commando Archive
Thread: A suggestion for putting out burning...
Indeed chefs are about to get a huge overhaul - and the few details that have been shared so far make it very, very sweet.
Now whilst that description of flameout makes it even more rediculous in my opinion it also has the consequence of clicking a hotkey putting out the burning....it won't cost more than a few hundred credits so everyone can use it, its basically free and its instant.
So the person runs away and comes back later and you have to 'start again' with them....surely in the time they've been away thay haven't been hurting you and you'vehurt your opposition whilst they were gone so they're easier to deal with.
If you're worried about them running away on their vehicles...burn the vehicles first. I just don't think that them running away to safety to put the fire out is a bad thing. Okay so its no longer instant death when they get hit by burning - but I guess I always thought that the whole point of the discussion was how to make it so that a FT was no longer instant death.
Now whilst that description of flameout makes it even more rediculous in my opinion it also has the consequence of clicking a hotkey putting out the burning....it won't cost more than a few hundred credits so everyone can use it, its basically free and its instant.
And giving everyone, no matter profession or level, an unlimited FREE way to put out our Flame DoT is better?If you read your own posts your are doing one heck of a job providing plenty of reasons to shot down the idea of a /dropandroll method...AT LEAST with a kit of sometype it's not unlimited, not everyone can use it (only those with it) and if you make the resources to craft it harder to get then the crafter would be losing serious money selling it at a few hundred credits...Notice that the harder things are to make, the more they cost...that's how you control production...but instead of this, you'd rather see a completely FREE unlimited method that everyone can do...
So the person runs away and comes back later and you have to 'start again' with them....surely in the time they've been away thay haven't been hurting you and you'vehurt your opposition whilst they were gone so they're easier to deal with.
As a Commando have you ever measured our Accuracy? If not, go out and try it...Attack certain MOB's with your flame specials and see what your hit/miss ratio is...and speak to other commando's at different levels...You'll see that as a ranged profession we have one of the WORST accuracy levels...We miss more!!! So if we are lucky enough to get a DoT on someone, do we really want them to have an Unlimited Free method for putting out that DoT...Starting Again is completely ridiculous because it puts us right back into accuracy issues and we have to hope to be lucky enough to get another shot...and by the way...when they run away, if they are a ranged profession, they can still kite us from a distance while they get our DoT out...
If you're worried about them running away on their vehicles...burn the vehicles first. I just don't think that them running away to safety to put the fire out is a bad thing. Okay so its no longer instant death when they get hit by burning - but I guess I always thought that the whole point of the discussion was how to make it so that a FT was no longer instant death.
NO...Instant Death is not an issue...Our DoT does not cause Instant Death...On occasion the Flame Thrower can do enough initial damage for a rare one shot kill, but the Dot usually takes a couple of ticks at least...Unless of course the person is wearing no armor...then they deserve instant death...And there is a bug that causes people, once incapped, to get incapped again once they get up (a kit or method is not the solution here...the solution is for the Dev's to fix the timing bug...when someone get's back up from an incap the timer should have started over, not be instant)...
The whole point, which I think you missed, is to provide a method to put out the DoT (PvP) that does not come back to haunt us...Our FT is not over-powered...People who usually get DoT'd were in the wrong place at the wrong time and luck was on our side...Offering them a FREE Unlimited method to put out our DoT makes the whole point of having the DoT pointless...Why would someone put a bleed on me if I could just /rubthewound to stop it? They would have just wasted that special...The whole point of the issue is to provide a method for our opponents to put out the DoT...the majority of the complaints about our DoT stem from POST Battle, not during battle...and not Instant Death...I have even considered proposing the FlameOut method only work outside of battle and not during like most other Non-Stim pack kits....
When we use our Flame Special we are delayed doing anything else...which gives the opponent plenty of time to get away, to "/dropandroll" or what ever...the time it would take to put out our DoT with this method would be around the same time our "cooldown" period is...and thanks to our accuracy, we then risk not being able to get another DoT on...and if we miss, we still deal with the delay...then where are we? Delayed + No DoT = Death for us...in otherwords severly Un-Balanced...
Think of it like this...We actually manage to connect a DoT on a TKA...they Hit KD on us...so we deal with the delay and being KD...while down, the TKA immediately puts out the DoT via /DropAndRoll and continues to spam us with KD...game over...
Or how about this...We manage to connect a DoT on a Smuggler...They hit us with lowblow...down we go again with a delay as well...they run or drive to a nice safe distance while still hitting us with more Lowblows to keep us down...put our our DoT with /DropAndRoll and now enjoy the comfort of kiting us from their safe ranged distance...
I could go on and on...This is why giving EVERYONE a FREE Unlimited method is crazy...it's why it's a HUGE disservice to our profession to even suggest it...Having a kit is not much better, but if it's not easy to craft (takes a Master Chef or Master of some other level) and resources aren't easy to get (which increases cost) then we aren't as bad off...Imagine if FlameOut only comes in packs of 5 uses...which is better...a costly pack that expires after 5 uses, or a method that allows me to use it as much as I want as many times as I want with no cost (/DropAndRoll)?