Perk rework: Reduce speed of extinguishing fire

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Suggestion

I suggest you to reduce the increased speed of extinguishing fire to 50 % instead of 100 %.

Reasoning

This perk gives soldiers an unproportionally powerful fire resistance for its cost.

It’s a too powerful effect for such a cheap perk that a lot of players also pick as a filler, making
molotovs and flamethrowers in general are weaker than they should be.

Unlike pretty much all of the old perks from pre-merge, this one never got changed.
For newer players’ knowledge: pre-merge, you were limited to picking 5 and only 5 perks. The strength of this perk made sense in that system, since you were restricted.
With the new perks system, were you pick between 10-20 perks, it’s just too powerful.

Considering all the changes to fire and flames the past years (see background) the 100 % extinguishing speed was also more justified back then when flames and fire were deadly.

The reach and strength of this perk makes already weakened flamethrowers and molotovs unnecessarily even weaker.


Background and other remarks

The big re-work of perks happened to coincide with the big nerf of molotovs and flamethrowers.

See nerfs of flamethrowers in 11 December 2023

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  • Only prior to the nerfs to flamethrowers, you also introduced fire-resistance after going into large bodies of water (this makes soldiers immune to fire for 30 seconds). A nice touch, by the way.

  • A couple of months earlier, you also thankfully made it harder to catch fire from flames and burning ground, and this was to be honest more a bug you fixed than a nerf. It was very annoying to just catch fire standing 4 meters from the actual fire.

All and all; since these changes, it’s already hard enough to kill soldiers with a Molotov, and even even less the flamethrowers unless you hit them directly in the face for a brief moment. Killing a soldier who’s briefly hit or catching fire just nearby the jet stream is very difficult, but if the same soldier has this perk, he’s impossible to kill.

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I can live with the walk-fire and dmg-AOE nerf to flametroopers. The general fire resistance against fire and flames is good. We don’t want 2023 back when everyone was constantly burning and trying to extinguish themselves. If you actually do catch fire, you should burn - like today.

However, all the past years’ changes and nerfs considered, in combination with this perk, fire/flames have become too weak in general. I just think this perk is misplaced in the grand scheme of things.

->The increased reach/usages of this perk itself is another (and even bigger) nerf to the pretty weak flamethrowers. It also makes molotovs a borderline usable and an inefficient/unreliable pick.

3 Likes

This is not a problem.

The problem is that the time before you start burning is realistically too long.

At the moment, you can sprint through the area in flames quite easily. Without it having the slightest effect on you. So flames currently doesn’t work as an area of denial.

Now flames only really work if you actively spitting the fire at someone. But at such point, the perk you mention won’t help at all.


And if anything, I wouldn’t nerf it in the form of reducing the time. But I would just increase the price.
If it was to cost, say, 3 perk points instead, one would immediately think twice about taking it over a faster heal instead.

4 Likes

That’s another problem, that could be considered. But they should be careful here, since everyone remember how awfully easy it was to catch fire, before they changed this.

A slight adjustment I can agree on tho.

That’s wrong tho. You can spit fire directly in to someones face for half a second. But if the soldier has vitality, step outside the line of fire and quickly extinguish, he will likely survive.

That would’ve been the best and optimal way from the beginning, I agree.
But I just assumed it would be too late to fix that, a nightmare to code + it would leave players with hundreds of soldiers having unused mobility perks.

1 Like

That’s for sure.

That’s like extremely specific scenario I don’t even remember if I ever experienced.

I kinda doubt this on its own is good enough justification to change anything

I can’t comment on that, I have no idea how hard it would be.

1 Like

lol. Because god forbid the perk dedicated to one thing is actually good at its said thing.

Good luck though… the whole community is pyrophobic.

Flamethrowers are in the ground and there is no way of resurrecting them.

Yeah that’s because they are area denial devices and excellent ones at that.

I don’t see how it’s a bad one either like adam mentioned you can run through them sure but you still will lose half of your health and is enough to prevent people from going through considering while you run through and at the end you’re facing the end of their barrel while you are extinguishing.

And the perk does not make it so you can get the upper hand in that gunfight…