Did everyone really think Fletcher needed that radial dmg nerf to his stickies?


(KayDubz) #1

Did everyone really think Fletcher needed that radial dmg nerf to his stickies? Since he’s my main, I am a little salty about no longer being able to sticky-kill Pheonix. But it seems he’s nerfed in some way every several months.

Why not leave the damage alone and give him two stickies instead if people are worried about spam. That’s what the devs seemed to do to fragger (reduce amount of nades, but leave good damage in tact)


(kittz0r) #2

yea and i would lower his AoE Damage even more. It shouldnt be about spamming his Stickies in the first Place, so direct Hits are more rewarding


(SaulWolfden) #3

I’m disappointed his HP wasn’t nerfed to 100 (along with Vassili too for that matter). He’s still the best Engineer pick since he has 110 HP just like the more defensive Bushwhacker and Turtle despite a faster movement speed.


(Press E) #4

@SaulWolfden said:
I’m disappointed his HP wasn’t nerfed to 100 (along with Vassili too for that matter). He’s still the best Engineer pick since he has 110 HP just like the more defensive Bushwhacker and Turtle despite a faster movement speed.

True.

I don’t usually like constant nerfs, but well, he really does need it considering how much he usually outpreforms every other engineer and most combat mercs for that matter.

While rewarding accuracy is great, one-hit kills have the tendency to be cheap. I’d much rather see his stickies used as an aid to his other weapons, rather than a weapon of their own as he pretty much is now.


(watsyurdeal) #5

@STARRYSOCK said:

@SaulWolfden said:
I’m disappointed his HP wasn’t nerfed to 100 (along with Vassili too for that matter). He’s still the best Engineer pick since he has 110 HP just like the more defensive Bushwhacker and Turtle despite a faster movement speed.

True.

I don’t usually like constant nerfs, but well, he really does need it considering how much he usually outpreforms every other engineer and most combat mercs for that matter.

While rewarding accuracy is great, one-hit kills have the tendency to be cheap. I’d much rather see his stickies used as an aid to his other weapons, rather than a weapon of their own as he pretty much is now.

They would need some serious buffs in how Fletcher throws his stickies then


(Press E) #6

@watsyurdeal said:

@STARRYSOCK said:

@SaulWolfden said:
I’m disappointed his HP wasn’t nerfed to 100 (along with Vassili too for that matter). He’s still the best Engineer pick since he has 110 HP just like the more defensive Bushwhacker and Turtle despite a faster movement speed.

True.

I don’t usually like constant nerfs, but well, he really does need it considering how much he usually outpreforms every other engineer and most combat mercs for that matter.

While rewarding accuracy is great, one-hit kills have the tendency to be cheap. I’d much rather see his stickies used as an aid to his other weapons, rather than a weapon of their own as he pretty much is now.

They would need some serious buffs in how Fletcher throws his stickies then

I’ve been suggesting a rework to that for a long time. Combining the sticky in one hand and detonator in the other would help smooth things out quite a bit and make him easier to get used to for newer players.
For example, switching to the sticky/detonator combo weapon itself through the number keys, you could use left click to throw and right click to detonate, but also allow Q and E to do the same.

I’m not sure what kind of buff you’d actually want though. Fletcher outpreforms the other engineers and a lot of other mercs, there’s no denying that. He needs a nerf, or at the very least a major rework.


(LifeupOmega) #7

Since he’s my main, I am a little salty about no longer being able to sticky-kill Pheonix.

Sorry you can’t one shot bullshit your way out of situations now. You might have to actually shoot them.


(Sairdontis) #8

Fletcher is still OP with that HP matched with too much speed.


(GatoCommodore) #9

fletcher still has the bug that lets him instagib 120hp mercs if they are in the air

but 75 dmg probably because aura and sparks who get stickied and gets OHKO


(TitaniumRapture) #10

i was kinda pissed everytime i got instakilled by stupid sticky miles away from me. So yeah i am happy that i can survive at least with tinny bit of hp left.


(OwynTyler) #11

@kittz0r said:
yea and i would lower his AoE Damage even more. It shouldnt be about spamming his Stickies in the first Place, so direct Hits are more rewarding

I agree, even direct hits shouldn’t oneshot anyone.

I wish nader was also fixed…


(Eox) #12

Yes, he needed that. Because as far as I love Fletcher, he’s still the most efficient engineer around just because he has an offensive ability.

The current nerf should make more obvious that Fletcher is not an upgrade to Nader, though I don’t get how a damage nerf would effectively tune down the spam. That damage nerf was needed, don’t get me wrong. But if you want to nerf spam without touching direct hits, nerfing unprecise hits and rate at wish you throw stickies would be a better pick. Maybe it’s going to follow next, who knows.

Anyway, no matter how hard they nerf Fletcher, unless they nerf him to the ground, he’s always going to be a better pick than Proxy and Bushwhacker just because his ability is designed to be used both offensively and defensively. Some people suggested to make his ability much more defensive so he gets in the same place than other engies, but babysitting your own stickies is just a shitty way to play (at this point, better play Proxy). The solution IMO is to give small reworks to both Bushwhacker and Proxy so their abilities become a bit more versatile.


(BloodySin) #13

Yes, the nerf was needed, but still not enough to turn the ability to a defensive one, which would be in line with the other Specialists. His bombs need a set up time, just like Proxy’s mines and Bushwacker’s turrets, which would stop him from being used as a “faster Fragger” or “better Nader.” Without the pretty much non-existent delay between throwing and blowing them up, he would be much more of a strategic placement thing, somewhat alike to Proxy, but with the differences in size/detectablity, where they can be set up, and the fact you control when to blown them up instead of it being triggered automatically.


(Szakalot) #14

@BloodySin that would simply make fletcher trash tier, plus destroy his entire playstyle.

stickies would need considerable buffs in spam,damage,aoe etc. and it would still make him boring to play. rather than nerf fletcher, buff bush. Proxy can stay in her trash tier.


(BloodySin) #15

@Szakalot said:
@BloodySin that would simply make fletcher trash tier, plus destroy his entire playstyle.

stickies would need considerable buffs in spam,damage,aoe etc. and it would still make him boring to play. rather than nerf fletcher, buff bush. Proxy can stay in her trash tier.
No, that would make him a Specialist and correct the current playstyle to fit his role.


(Eox) #16

@BloodySin said:

@Szakalot said:
@BloodySin that would simply make fletcher trash tier, plus destroy his entire playstyle.

stickies would need considerable buffs in spam,damage,aoe etc. and it would still make him boring to play. rather than nerf fletcher, buff bush. Proxy can stay in her trash tier.
No, that would make him a Specialist and correct the current playstyle to fit his role.

That would just make a worse Proxy. You would never use Stickies when you can use Proxy mines that are just much more effective and doesn’t require you to babysit the area, while also having a SMG that doesn’t require as much effort as Blishlok. Also, considering how the detonator works, you would miss your traps a lot.


(BloodySin) #17

@Eox said:
That would just make a worse Proxy. You would never use Stickies when you can use Proxy mines that are just much more effective and doesn’t require you to babysit the area.
It would only make it a “worse Proxy” if you aren’t capable of properly planning and using them to the team’s advantage, considering you have a larger amount and control when they go off. Saying it’s “babysitting” is also ludicrous, as the aim of the game is defending positions and gaining ground. You would only “babysit” anything if you leave your bombs in places not being used, in the hopes someone decides to go that way, instead of actively defending/attacking used choke points.


(Eox) #18

@BloodySin said:

@Eox said:
That would just make a worse Proxy. You would never use Stickies when you can use Proxy mines that are just much more effective and doesn’t require you to babysit the area.
It would only make it a “worse Proxy” if you aren’t capable of properly planning and using them to the team’s advantage, considering you have a larger amount and control when they go off. Saying it’s “babysitting” is also ludicrous, as the aim of the game is defending positions and gaining ground. You would only “babysit” anything if you leave your bombs in places not being used, in the hopes someone decides to go that way, instead of actively defending/attacking used choke points.

Yet you would get much better results by planning with proximity mines. You have the choice between laying a 170 damage pancake down or three small 75 smaller explosives that doesn’t even trigger automatically. Two automatic 170 damage with wide radius mines are obviously much better suited at defending an area than three 75 damage stickies with half the radius. Also, you would be able to do the mine + shot combo with the Proxy mines.


(BloodySin) #19

@Eox said:
Yet you would get much better results by planning with proximity mines. You have the choice between laying a 170 damage pancake down or three small 75 smaller explosives that doesn’t even trigger automatically. Two automatic 170 damage with wide radius mines are obviously much better suited at defending an area than three 75 damage stickies with half the radius.
Nothing I can really say if you don’t see the inherent differences in a fire-and-forget thing you can leave behind in a less used place so no one has to stay guarding it, and actively securing a route being used.


(Szakalot) #20

@BloodySin said:

@Eox said:
Yet you would get much better results by planning with proximity mines. You have the choice between laying a 170 damage pancake down or three small 75 smaller explosives that doesn’t even trigger automatically. Two automatic 170 damage with wide radius mines are obviously much better suited at defending an area than three 75 damage stickies with half the radius.
Nothing I can really say if you don’t see the inherent differences in a fire-and-forget thing you can leave behind in a less used place so no one has to stay guarding it, and actively securing a route being used.

you don’t know what you are talking about.

Pick Fletcher, pick a simple choke, like a doorway, setup your ‘trap’ and see how often enemies come out, blast you in the face and move off the choke, your stickies doing fuck-all of damage. Characters move pretty fast, the sticky delay is far too large (its around 0.3sec afair) to effectively trap anyone.

Playstyle you are dreaming about would require buffs, otherwise fletcher is completely useless. Why use detonator-delayed stickies when you can do exactly the same with Proxy by shooting the mine, instakilling anyone? Also, why completely destroy Fletcher’s playstyle? This would be akin to mounting rhino minigun on bushwhacker’s turret.