That's the most ridiculous exaggeration...
Except that it is, unfortunately, 100% true.
The old way Flamespitter worked, is that periodically, on a hidden time interval that players couldn't control or really, have any knowledge of - it would shoot out 6 cone hits of damage. Essentially, this means that Flamespitter randomly attacked something in front of you, on a timing interval you couldn't see.
Learning to "control" this flamespitter was impossible, due to how this timing worked. :/
I basically added tweening logic, updated the tick rate and made the damage a continuous burn - so that new flamespitter techniques are actually possible (like, say, the spinning fiery blossom of death tactic akin to classic Pkunk - or repositioning yourself during flamespitter, while marking the opponent or simply spraying the lane down side to side - all tactics impossible with the old flamespitter).
However, this raised the average number of hits a rumble player got from 4'ish to 5'ish in most cases - which amounts to a crazy DPS increase overall. I understand there's this certain mystique about using something incredibly clunky and getting disporportionate power out of it but generally it's only positive if that incredibly clunky thing could be controlled in the first place and not simply offered the illusion of control. While I'm all in favor of 'controllable but hard' skills, like classic railguns or skillshots - Flamespitter worked closer to a 'press this button for a 50% chance of doing 700 damage.'