How Does Stoker's Molotov Feel to you?


(Xenithos) #1

I’ve been playing more with Stoker recently, and his molotov doesn’t seem to be as powerful as it used to be. I don’t find myself itching to use it on a single target anymore at all to win fights, and I’ve even seen people just walk right through it like it’s nothing lately.

So, is his fire in the right place?

Edit: Forums fudged on me. If you voted for the third option (His molotov is fine) or if you feel that it should be even weaker I’ll post the results here…

3rd option, 6-7 additional votes.
2 unmarked people agree on a possible rework.
Another 3 unmarked votes agree on it simply being weaker. :confused:


(Xenithos) #2

UGH
WTF FORUMS. I HIT ENTER TO GO TO NEXT POLL AND YOU POSTED IT >:(

There should be another poll for “No I think Stoker’s Molotov is good where it is.”
If you would have voted THIS, Please comment below, I’ll keep an updated % in the original one…

The second option above means that if it’s used on a single target, as in direct hit, it shouldn’t do damage (or less than current), allowing it to not be used like it used to in 1v1 situations. I am personally only tired of seeing people able to ignore it like it’s nothing. Arty, Kira, and Skyhammers abilities feel much more useful, even if limited to indoor activities.
If it’s AREA DENIAL, it should BE AREA DENIAL.


(everlovestruck) #3

It shouldn’t be powerful as a grenade, but as a tactical area-denial tool
No contact damage but a huge increase in flames damage is what it needs


(n-x) #4

Apart of the damage, what should be reworked is the spread pattern on direct hits. It plainly sucks if someone is jumping in front of you when you are trying to throw and the flames just ricochet off of him back on you. The flames should engulf the target and not burn you.


(GatoCommodore) #5

Burn Damage DPS pls
its kinda lame right now compared to skyhammer 80 damage grenade
and it also sweep the floor with scrubs


(K1X455) #6

Damage over time should be around 2 seconds of exposure to kill, but I think even that is too long. It feels like the how Stoker’s moly worked better as area denial. And, did you know that unlike Fragger, Stoker can’t get any of the kill accolades for making 3, 4 and 5 kills with a single moly?


(Dagasawr) #7

i think its fine. it does its job (stoping people from pushing specific areas) it shouldnt be like a fragger nade (high initial damage).


(everlovestruck) #8

[quote=“sweetColumn;c-219370”]Burn Damage DPS pls
its kinda lame right now compared to skyhammer 80 damage grenade
and it also sweep the floor with scrubs[/quote]

Skydad’s marker doesn’t explode on impact and has a huge fuse timer (technically there’s no fuse timer at all), that’s what makes it a bad grenade compared to molotov


(ThunderZsolt) #9

I think it should get a buff, but not in the form of instant damage. That feature is reserved for assaults (cooked frag and direct hit with nades - I’m also against engineers being able to instantly detonate their exploseves, they are meant to be traps, dammit!)

I’d either decrease the CD a little (30-35 seconds seems right)
Or rework it to be similar to the other fire support abilities: it has 1-2 seconds arm time to give some time to GTFO, but deals a lot of damage after.


(GatoCommodore) #10

[quote=“els;c-219376”][quote=“sweetColumn;c-219370”]Burn Damage DPS pls
its kinda lame right now compared to skyhammer 80 damage grenade
and it also sweep the floor with scrubs[/quote]

Skydad’s marker doesn’t explode on impact and has a huge fuse timer (technically there’s no fuse timer at all), that’s what makes it a bad grenade compared to molotov[/quote]

the trick is to throw it behind the guy you are dueling
then when they tring to run away you get free 80 damage

i do this all the time with skyhamer on mercs with small hp pool too
works every time


(ThunderZsolt) #11

[quote=“sweetColumn;c-219382”]
the trick is to throw it behind [/quote]

walls where enemies can’t see the marker. Gotta love dat explodydendron (both the perk on the loadout and the badges you get)


(Szakalot) #12

could be just a tad stronger,or a second/two longer


(hawkeyeguy99) #13

In my opinion, it’s too easy to counter. One sticky can easily clear a path for you to just run through. No other attack ability has that. The rest you just have to avoid to survive (airstrike, artillery, laser, etc.) I would almost venture to say that the ability to disperse his molotov flames should be removed from the game to balance his ability with others in his class.


(watsyurdeal) #14

It’s too easy to use, you can just throw it in close range and get free kills with it.


(Melinder) #15

[quote=“sweetColumn;c-219382”][quote=“els;c-219376”][quote=“sweetColumn;c-219370”]Burn Damage DPS pls
its kinda lame right now compared to skyhammer 80 damage grenade
and it also sweep the floor with scrubs[/quote]

Skydad’s marker doesn’t explode on impact and has a huge fuse timer (technically there’s no fuse timer at all), that’s what makes it a bad grenade compared to molotov[/quote]

the trick is to throw it behind the guy you are dueling
then when they tring to run away you get free 80 damage

i do this all the time with skyhamer on mercs with small hp pool too
works every time[/quote]

If you’re versing a good player, you’re going to be dead before the throw animation has even ended.


(Chilled Sanity) #16

It’s fine, I hate #SK1llD_StR0k^3r’s using it to instantly win firefights (Ha Ha), Stoker can burn in hell


(LifeupOmega) #17

Lacklustre as hell compared to area denial expert Nader, and objective destruction specialists Skyharty. Would at least like it to be able to burn through generators faster.


(BlackboltLW) #18

It hurts

It works fine


(Xyfurion) #19

Finally somewhere I can rant about Stoker’s molotov. Jesus.

First, a little history:

I have been a Stoker main since the day he was released. The molotov, initially, was more or less fine where it was. 50 damage on impact and 40 DPS. It was powerful and a force to be reckoned with. It got to a point where SD thought it was too powerful and brought the initial impact damage at 35 and left the DPS where it was, which was fine by me since by that point, I had a good feel of the molotov and just had to compensate with my gun a little more. Then later they fixed the way the molotov worked so the flames would not “get eaten by the ground,” which was awesome of them.

Sometime later, something really bad happened. The molotov would only gib players that were already downed when the flames engulfed them. So a troublesome fragger that got caught in my flames would die, but won’t be finished, and could just get revived by the medic (and to this day, this has not yet been fixed). I also don’t know if the next bit is just me, but I feel that the Molotov is not perceived as a force to be weary of anymore. As OP mentioned, people tend to just walk through the flames.

My opinion on the changes:

I feel that SD should show more love to Stoker. Stoker’s molotov is definitely not working as intended and this needs to be fixed ASAP. I feel that, despite SD’s efforts to make Stoker more balanced, they have nerfed him slightly too much. And due to the bug that ruined the molotov for a while, Stoker felt a bit lacking in terms of strength. Don’t get me wrong, I love Stoker, but I do not like what SD has done with him. Maybe increase the size of the area of effect and bump the damage a tad bit? Also, fixing the bug would be greatly appreciated.

I love that his flames are blue now. It makes everything so much sexier and reminds me of “Blue Exorcist.”


(GatoCommodore) #20

[quote=“Xyfurion;c-219409”]Finally somewhere I can rant about Stoker’s molotov. Jesus.

First, a little history:

I have been a Stoker main since the day he was released. The molotov, initially, was more or less fine where it was. 50 damage on impact and 40 DPS. It was powerful and a force to be reckoned with. It got to a point where SD thought it was too powerful and brought the initial impact damage at 35 and left the DPS where it was, which was fine by me since by that point, I had a good feel of the molotov and just had to compensate with my gun a little more. Then later they fixed the way the molotov worked so the flames would not “get eaten by the ground,” which was awesome of them.

Sometime later, something really bad happened. The molotov would only gib players that were already downed when the flames engulfed them. So a troublesome fragger that got caught in my flames would die, but won’t be finished, and could just get revived by the medic (and to this day, this has not yet been fixed). I also don’t know if the next bit is just me, but I feel that the Molotov is not perceived as a force to be weary of anymore. As OP mentioned, people tend to just walk through the flames.

My opinion on the changes:

I feel that SD should show more love to Stoker. Stoker’s molotov is definitely not working as intended and this needs to be fixed ASAP. I feel that, despite SD’s efforts to make Stoker more balanced, they have nerfed him slightly too much. And due to the bug that ruined the molotov for a while, Stoker felt a bit lacking in terms of strength. Don’t get me wrong, I love Stoker, but I do not like what SD has done with him. Maybe increase the size of the area of effect and bump the damage a tad bit? Also, fixing the bug would be greatly appreciated.

I love that his flames are blue now. It makes everything so much sexier and reminds me of “Blue Exorcist.”[/quote]


Folks, I dont know what to tell you,
This molotov is so weak in energy that Proxy can do better
This ability is just a big, wide mess
Were gonna make Stoker Great Again