chuminh320
New member
1/ So the new 9/14% build up per bullet/headshot on afterburn feel really bad to play because how it interact with ammo breakpoint at early game. The build up get affect by fall-off and decay rapidly when not get the hit make it even worse. It normal now that you set them on fire and barely have any ammo to follow up or in most case, you barely set them on fire. The amount ammo/time to build up afterburn at around 10-20 m range is usually around 20 bullet/2s of continuously shooting at enemy since if they get hit a bit, a dash into cover is a instinct thing. So the enemy have to make some really big mistake for you to set them up on fire.
The reload animation took 2.5 s also doesn't help since if you ever dash or melee even once during reload, you can't keep them on fire with bullet. So you have to use flamedash or catalyst to extend the burn, which is already a really big trade off at early game since the cooldown is around 30 s and enemy already run away to cover when they nearly get set on "afterburn" so it usually get way less value then when you use it to set up man fight/all in. You should be rewarded for doing a hard job, not punish through stress of barely made it or "in the end it doesn't even matter".
I understand how unfair it is if you get set on fire at early game then process to get hard punish by stray bullet every 3 s. So i'm fine with how the build up work. My suggestion is let Infernus use his melee to extend to duration or even better, the build up. This give a interactive way for infernus kit to flow and offer meaningful risk-reward system that both side can play around.
2/Afterburn also get counter hard by debuff remover and etheral shift. It easily take infernus around 1.5 s (since it not like you have perfect aim and reaction to perfectly track enemy with your high firerate and all the moving around) to set someone on afterburn to start doing damage which extend to 4-5 s if they have any counter item while at that amount of time other gun build user to vaporate atleast half of any normal build hp without the headup display infront of their face.
So my suggestion is give lvl 3 of other ability stat to substantially increase the build up of "afterburn". I think with this idea, flame dash lvl 3 upgrade would be the best ones since it always have better DPS to set them on "afterburn" 1st then run in with flamedash to extend it. If flamedash give build-up amp, it would give more flow and "my" fantasy of playing infernus later in the game which is a close-mid range daredevil who running into the battlefield and create chaos instead of pray to set people on fire, put ton of debuff through ricochet from afar, pick and choose when to go in like a methodical hunter.
P/S: I already usually put these on gameplay private section but i want to hear the feedback from community since i kinda feel really bad from play him lately and want to know everyone else opinion about the change so i also posted this here. And i'm ESL so sorry for bad english.
The reload animation took 2.5 s also doesn't help since if you ever dash or melee even once during reload, you can't keep them on fire with bullet. So you have to use flamedash or catalyst to extend the burn, which is already a really big trade off at early game since the cooldown is around 30 s and enemy already run away to cover when they nearly get set on "afterburn" so it usually get way less value then when you use it to set up man fight/all in. You should be rewarded for doing a hard job, not punish through stress of barely made it or "in the end it doesn't even matter".
I understand how unfair it is if you get set on fire at early game then process to get hard punish by stray bullet every 3 s. So i'm fine with how the build up work. My suggestion is let Infernus use his melee to extend to duration or even better, the build up. This give a interactive way for infernus kit to flow and offer meaningful risk-reward system that both side can play around.
2/Afterburn also get counter hard by debuff remover and etheral shift. It easily take infernus around 1.5 s (since it not like you have perfect aim and reaction to perfectly track enemy with your high firerate and all the moving around) to set someone on afterburn to start doing damage which extend to 4-5 s if they have any counter item while at that amount of time other gun build user to vaporate atleast half of any normal build hp without the headup display infront of their face.
So my suggestion is give lvl 3 of other ability stat to substantially increase the build up of "afterburn". I think with this idea, flame dash lvl 3 upgrade would be the best ones since it always have better DPS to set them on "afterburn" 1st then run in with flamedash to extend it. If flamedash give build-up amp, it would give more flow and "my" fantasy of playing infernus later in the game which is a close-mid range daredevil who running into the battlefield and create chaos instead of pray to set people on fire, put ton of debuff through ricochet from afar, pick and choose when to go in like a methodical hunter.
P/S: I already usually put these on gameplay private section but i want to hear the feedback from community since i kinda feel really bad from play him lately and want to know everyone else opinion about the change so i also posted this here. And i'm ESL so sorry for bad english.