Lengthen Stoker's Molotov prep-time before Tossing


(Ritobasu) #1

After 5 weeks and the end of the Stoker free rotation, I’ve finally concluded Stoker is a very well balanced Support merc EXCEPT for one tiny thing.

Increase the start-up time before he actually throws a Molotov. I’d suggest something like 1.5-2x of what it currently is, because playing “the floor is lava” against one Stoker every 40s is extremely obnoxious and not conducive to how I believe Support abilities should be. Support abilities have never been “panic buttons” to instantly defuse a bad situation, and Stoker needs to be kept in line with the rest of the Supports when it comes to this.

His Molotov will still destroy a heavily entrenched team rooted in a concentrated spot. It’ll still nearly OHKO if thrown at someone directly. You can still try to throw it if you’re about to go down, but the enemy has a much better chance of seeing what you’re trying to pull off and stop you from doing it/move out of the way.

An additional note, please fix the flame aoe being extremely tiny if thrown inside objective areas (box cars in Terminal, train wagon on 2nd Obj in Trainyard). It’s really sad to see a Stoker getting the right idea of denying the objective, only for it to be pretty much ignored since the flames spread out as much as a Bunsen burner.


(neverplayseriou) #2

Yes please, this is even worse than panic knifers in cod imo (and even cod bo3 fixed panic knifing).


(capriRocket) #3

i agree, many people do not: http://forums.dirtybomb.nexon.net/discussion/20743/molotov-observation


(Gh0st1e) #4

Stoker is perfectly fine as is.

Sure his Molotov is faster than the other support abilities, but it lacks the devastating power that the other support abilities have. He also has the smallest total AoE of the support mercs.


(Dawnlazy) #5

Before any balancing changes can we please make the fire stop leaking into the void sometimes?


(sentimentalDime) #6

If you can make a Stoker throw their molotov at the ground to kill you, you just made him waste a very powerful ability with a long cooldown.


(SaulWolfden) #7

You either see it coming or you don’t see it coming, that isn’t Stoker’s problem.


(bizarreRectangle) #8

It’s not effective to panic molly, you should be able to see it coming and escape. It’s the stoker’s problem that he’s wasting a very powerful ability.


(Sir_Slam) #9

I know this isn’t exactly a consolation for newly cooked manbacon, but at least he didn’t use that molotov on something more important. Like the EV.


([WAR]Larknok1) #10

It’s on a 40 second cooldown (two spawn waves), it can’t airburst you, and it does it’s damage only using DPS on the ground.

This is straightforward easily-countered by a well-placed long-jump to dodge it – or even if it hits – a well-placed long-jump to get out of the flames.

There’s nothing overpowered about it. You’re just not utilizing all the tools in your toolbox.


(Tommy) #11

Best balanced merc so far. Let’s not mess with him.


(Robtastic) #12

I agree, I agree. Stoker seems balanced to me.

Unlike Thunder


(uWotm8-AU) #13

+1.

Personally I think a fair trade off would be doubling the time it takes to throw the molotiv, but reducing the cooldown to say 35 seconds.


(watsyurdeal) #14

The cooldown can go quite lower than that imo if they changed how the molotov works, I don’t see any reason the arm time on Nader’s nades shouldn’t apply to the molotov as well.

As for damage, aoe, and damage on impact, well that’s something that I’ll need raw data for, which I don’t have… D: