Any game mechanic change isn't going to happen any time soon. Suggesting a new mechanic is fine but let's not dwell on the assumption that its going to go in next patch.
Of course. I think we're all aware (at least I
hope we're all aware) that changing mechanics requires a much longer period of discussion, implementation, and testing before you really even decide if it's a good course to push to live or not. I know I'm just throwing some ideas out there that I think make the Chem Spray a proactive fire-protection method that requires a little maintenance (removing stacks before they build up to far and strip your protection) to avoid it being fire-and-forget.
Things I can change: cooldown, extinguish power (charge removal), fire resistance %, fire resistance time. Those can go in during hot fix.
Extinguisher is reactive. Chemical spray is proactive. Those are the two design constraints and intentions between the two.
Alright. This suggests that our Extinguish power should remain relatively unchanged, as upping that makes it more reactive. I believe we currently have 100% fire resistance, which worries me, because it completely negates fire damage if we up the duration to high, but makes an Engineer run around Chem-Spraying constantly if we don't have the duration up.
What if we lowered the cooldown to 2-3 seconds (as it should be something you can do to protect something before repairing it), extended the protection to, say, a full minute, but reduced the protection to, say, a 60% fire resistance chance, as I suggested above? It's no longer blanket immunity, and it will eventually crumble before an extended Flamethrower assault, for example, but it's significantly more proactive because it lasts a rather long time, makes it harder to gain fire stacks in the first place, and allows the Engineer to quickly throw a patch on something with fire stacks (although he only removes a handful of those stacks). It fits the idea of being non-Reactive: your reactions are still there and still important, but they're relatively small, and more of a delaying tactic until you actually have time to fully extinguish things. Your main strength comes from being harder to burn down in the first place.
In summary:
Chem Spray3-second cooldown -- can gain Fire stacks during cooldownExtinguish Power: 3Grants 60% fire resistance for 60-90 seconds.Thoughts?
Edit: If Fire Resistance reduced damage instead of actually reducing the number of stacks applied, this number might need to be tweaked. The goal I'm aiming for is that Chem Spray basically buys you the time to win the fight or run through it's protection (although you may still have to deal with lingering fires later), while the Extinguisher removes the threat of the fire completely.