[quote=“Naonna;132978”]He 1shots all but one of the medics and can destroy any deployable with 1 nade and a couple pistol shots. Very few characters have the reliability of Fletcher’s stickies. While it makes him unique in that way, there’s very little one can do as a medium or light class to avoid getting stuck given the rate at which he regenerates them.
A very good Fletcher can decimate a team with stickies alone, if their choice of mercs is not on the heavier side. While the devs has stated numerous times that they don’t want this game to be a rock-paper-scissors match up, it still is evident that any light class attempting to combat a Fletcher (even another Fletcher) can still die instantly to something so easily thrown out and spammed.
I admit I’m a little biased and salty, but even playing as Fletcher, his damage output is a little on the ridiculous side. If there was a chance to react after a first sticky, there would be some counter play. As any <100 hp merc though, there isn’t any. Even on a non-direct stick, they do enough damage that a long-range Ahnald shot would finish the job just through a bit of chip-damage - and that’s assuming the combating merc was full-hp when they arrived to the fight.
On free rotation with Fraggers and Fletchers throwing out cooked nades and air-burst stickies, it can be difficult to make any headway. A common argument would be to ‘not play a squishy class.’ This goes against the rock-paper-scissors issue from before.
My idea for the slightly less damage on stickies is to help mitigate the problem of instantly destroying medics with 1 bomb on a 20 second cool down. [/quote]
There is already the time to fight back (travel time, time before detonation, switch time… This gives you a rather acceptable time gap to dodge them as long as you are not too close), and sticky bomb attacks are just extremely previsible (it’s the first thing a Fletcher would so right ?). Those under 100 hp mercs are also supposed to be the fastest, so the most potent mercs to dodge a projectile. If those can’t dodge a mid range sticky bomb, it’s not due to Fletcher’s “OPness”, it’s the small one that got outplayed.
Let’s add to this that Sparks is not supposed to get caught by Fletcher. Fletcher is close ranged (though Blishlok allows him to fight at longer ranges, but won’t do miracles), Sparks fight from afar. If Fletcher catches Sparks, that Sparks probably failed somewhere. Now about Aura : she’s the perfect victim for a Fletcher player. It’s by design. Aura is a close range merc with very low hop and a health station that she will probably “camp” : with such a design, there’s no surprise that Fletcher can dispose of her so quickly. Aura is hard countered by explosives and especially by Fletcher, and that’s not an issue. Aura has her strenghts and her counters, that’s called game balance. And about Phoenix : he’s mid ranged with Hochfir and KEK-10 (two extremely good SMGs) and only a direct hit will dispose of him. Same goes for Kira and Proxy, Kira being even harder to fight because long range and heavy hitting guns, and actually a potent counter to Fletcher.
Now about your idea : it’s terrible. 20 sec CD on a sticky that use to run a 8-9 ish seconds CD ? Seriously that’s nuts. An extremely heavy nerf that is not even needed since sticky bombs are plainfully counterable, and are supposed to come numerous and oftenly for the sake of Fletcher’s versatility. Keeping your distances and dodging stickies is seriously not a big deal, especially if you consider how fast your characters are supposed to move in DB (aside from the heavier ones). I wouldn’t mind the damage reduction as long as it does not affect the direct hit damage, though I am still opposed to it since I consider that a nerf is not needed, but such a heavy CD nerf is totally overkill.