So yeah, pretty tricky subject to talk about to me. I used to see Fletcher as something legit before stopping playing him for a while (I got fed up of the unreliability of his primaries). I came back on him recently, and I must say that my opinion of him changed despite the nerf that increased his skill indexing.
I still see a lot of people complaining about sticky spam, both in game and on social networks, and how easy it is to score kills like that. I must say that I am not the kind of Fletcher play who just spams blindly while jumping on wall like an idiot. I am more the kind who attempts to be accurate. This said, I know what are Fletcher’s strenghts, limitations, and overall his place in the game. So is he too powerful ?.. Yes, now I think he is.
Fletcher is oftenly accusated to be an Engineer with an assault’s ability. Looking at assaults, most of them have the purpose of breaching through defenses (aside for Rhino who is better at holding objectives). Fletcher’s ability goes in the same way. This is both what’s making him different from other engies and the first reason about using him : he’s good at breaching defenses. However, he’s an engineer. It’s fine to be good at breaching, but he’s probably a bit too good at that. When I try to breach, I just send three meatballs where I should throw them. I don’t get the same result than a Nader would get, but it’s pretty close. So there’s definitely something to tune down.
Because he’s the most offensive Engineer around, he’s also the main pick in competition. This is probably why a lot of people are suggesting to make Fletcher much more defensive than he is in order to put him in line with other engies. Personally, I think this is a terrible idea for three reasons. First because his merc role call explecitly tells that he’s supposed to be able to use his stickies both offensively and defensively. There’s no primary use : they’re both viable. Second because it would ternish the Engineer’s diversity by removing the only offensive engineer in the roaster, while litterally killing Fletcher (I know some of you hate him to that point, but we don’t want a Phantom v2), third because playing by babysitting your traps is both stupid and boring. At this point, better play Proxy.
So here’s what I am suggesting, as someone who used to be a Fletcher main (now Sawbonez main) :
- Decrease stickybomb’s RPM from 60 to 50. With less RPM, Fletchers shouldn’t be able to spam mindlessly that well anymore. The RPM is lowered just enough so traps aren’t made useless.
- Increase cooldown from 8s to 10s. Fletcher has a 8s Cooldown. That’s just one more second than Nader. It’s just too low.
- Reduce minimum damage from 30-ish damage to 15. Now that’s the biggest nerf ! While maximum damage didn’t got touched, missing your stickybomb should be even more punishing for you. With such a modification, the effectiveness of Fletcher who just bounce on walls and throw bombs at you should decrease a lot. You are still able to deal up to 85 damage if you are accurate without being accurate enough for getting the direct hit, but spamming mindlessly should be way less effective.
Those modifications however really lower the effectiveness of stickybombs when used as a trap. This is why I am suggesting that small tweak in addition to those nerfs :
- 2 seconds after landing on a surface, sticky bomb’s damage gets their minimum damage value increased from 15 to 45.
The goal of those modifications is to effectively punish mindless sticky spam without hindering accurate players. If you’re the kind of player who is able to score direct hits reliably with him, you shouldn’t be affected too much. Those modifications will also reduce Fletcher’s effectiveness against groups, but it’s actually okay in my opinion : Fletcher should remain offensive and should still be able to breach defenses, but he shouldn’t do it as easly as an assault can.
I hope most of you will agree with the modifications I am suggesting, or at least find them interesting. 
