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翻訳の問題を報告
Why not? It's an underused ability and this would only effectively reduce the "cooldown". It's a straight buff on a character that currently struggles with scaling, would this be a harmful change?
The flamethrower is a bit of risk vs reward, you need to put yourself in to a good position to gain a massive surge of dps, and even then it's pretty easy to dodge stuff with it; at least for me it is
I think the only reason flamethrower is "underused" is the same reason 90% of multiplayer lobbies are command/sacrifice/swarm, it's easier to lean in to the "I didn't die in the first 5 minutes option" rather than figuring out what they're doing wrong and improve, adapt then grow from there
Didn't get a bunch of hooves? Didn't get a ton of procs? Didn't get a double jump? Flamethrower is now worthless.
The only thing you're doing wrong with using flamethrower is using it in the first place. It's garbage against flyers and its garbage against mobs that can outpace your walking speed, its garbage against basically anything that isn't a boss and even then you need to get suicidally close to use it. That "massive surge of dps" stops becoming a reward and more like a requirement due to the way everything scales. Its a core part of her movement rotation she can't even use because its effective range is about as far as you could spit.
Its fine if you're used to playing with trash, but don't pretend like its not trash.
practice more with it and git gud
I think flamethrower is fine, myself, but this is how you just sound like an elitist prick at best and an idiot at worst.
I never said "lmao" or "gonna ignore your argument", you're inserting those words falsely
I acknowledge what he said but still stand by what I said
Artificer was the character I got my first Monsoon clear, first mastery skin when they were introduced, and first Mithrix clear. Just because I can recognize her glaring weakness as a character and want to see her brought up to speed with the rest of the cast doesn't mean I can't play as her.
None of this matters because the devs clearly prefer taking advice from people like you who act like the developers can never make a mistake, pretend to know everything about the game but make almost no effort to back up their statements other than "works fine for me!" , and will blame literally any issue on user error. Folks like you are the reason base Commando still doesn't have i-frames on his roll.
Better yet, just get good
Ion Surge is great but doesn't actually offer you anything unique. You can easily achieve flight with strides, egg, milky chrysalis, feathers, headstompers, wax quail, and just using the terrain smartly.
In the meta sense, flamethrower is the way you play it safely.
If you have problems using a flamethrower after stage 4, or dodging enemies, this is clearly not a character or ability problem, you just can't do it for some reason.
Some say the flamethrower is of little use after stage 4.
Well...I disagree with this, but even if we accept that it is ...
If I get a few move items, such as a hoopo feather, hooves, etc. Ion is already becoming useless for me, and this can happen even at level 1-2, that is, it becomes a dead weight much earlier than the flamethrower.
At the same time, endless flight and cheese boss fights do not make much sense to me, because it is much faster (and easier) to just win them normally. Mitrix literally almost can not hit you if you stand on the bridge, you can even practically not move - why would I even fly somewhere in the clouds?
Strange logic about "did not get items for damage"...
If you don't get any items for damage, the run will suck regardless of the character or abilities (well, the loader or acrid will last longer), and I can live the first loop without items for movement at all. But without damage it will be ten times more difficult.
The flamethrower is good because it allows you to effectively use absolutely any damage items, such as bleeding from a dagger, a legendary hammer, etc. Whereas for bomb and bolts it is almost useless and you need much more specific items.
That is, roughly speaking, with a flamethrower, any damage items make you stronger - which makes the run much more consistent. Whereas without it, you are at the mercy of the RNG to get the bands and other critical items.
The arti has a stun from a nanobomb, frost from a spear and a wall, and even 1-2 stun grenades with a flamethrower can stunlock enemies. I don't see any problem using it.
I'm not against a buff tho, for example, so that the flamethrower scales with attackspeed. But this ability is still working well.
I have already gone through eclipse 8 and I only used a flamethrower. So again, I don't see much of a problem.
Everyone uses what is more convenient for them. And the ion has its advantages, but after so many hours as Arti, the flamethrower is much more useful to me.
Well, yes, your opinion is 100% correct and developers should listen exactly to it.
But they should not listen to others. Because their opinion is not correct.
Good position.
Well, you're the guy here who blames people for their avatars. Others do describe how and why one ability maybe is better than another. If you are that angry with "git gud" then this is really what you need to do.
P.S. What a big wall of text. I guess I just love to play as Arti
But what if you are in muliplayer then items like daggers might go to your captain first, for example. As far as I understood, Artificer profits more from items that increase single hit damage, like Crowbars and Bands, and the Flamer is kinda the odd one out.
When playing alone, sure, you can make use of more items more often, but in multiplayer, especially when playing with friends, sharing happens more often to increase character strengths rather than to slightly reduce weaknesses, and scrappers become more common too. You don't need multiple feathers, hooves nor a specific equipment etc. if you can have Ion Surge and blow through stages quicker with more damage items, decreasing difficulty scaling too. In contrast, if you have Flamer you definitely need those items much more while also limited to its close range.
With my suggestion in the OP I just wanted to increase the Flamethrower's overall "usage", making it a bit more flexible to weave into the current skills and gameplay by being able to toggle it on and off instead of keeping it as a "either use or never use" ability.
You're completely missing the point, Flamethrower's issue is that its range is so pathetically short that its a gigantic risk to use later on if you don't want your damage to fall off. Its the same reason melee acrid is suicidal to use the longer you go. Its useful up until the range you're forced to use it is no longer safe to be in.
The amount of mods dedicated to fixing her Flamethrower on top of her other major flaws should be sufficient proof that its not just a "me" problem.
https://thunderstore.io/package/Navarth/HonpoRebalance/
https://thunderstore.io/package/pikuPixel/ArtifasterTweakMod/
https://thunderstore.io/package/helter/Artificer2/
https://thunderstore.io/package/smashbot/BetterArtificer/
https://thunderstore.io/package/TheTimesweeper/FastArtificerBolts/
https://thunderstore.io/package/Legendsmith/SolidIceWall/