Let’s face it, it is an obnoxious ability to fight against from time to time - but it really isn’t onpar with other similar abilities. Before I start I’d like to sum up what I think are the pros and cons of the molotov(these are relative to similar abilities):
Pros:
-Decent area of effect
-Enormous ticking damage, you can’t move through the napalm without dying
-Napalm lasts pretty long
-Reliable area denying, for a short period
Cons:
-Almost all mercs(even Rhino, which has more to do with his hp pool but still counts) can escape a DIRECT hit from Napalm if they jump away immediately after
-Very long cooldown with 35 seconds
-Usually very predictable, unlike fragger’s or nader’s grenades it cannot bounce of walls
-Poor throwing range compared to both fragger and nader
-Suffers from annoying backlashes when thrown directly against a wall, decimating the AoE by half when it hits the ground
-Potentially very harmful towards yourself(much more so that Nader’s grenades in close combat)
The cons are too much to ever pick Stoker over Nader or Fragger. He does, unlike both others, have an ammo station - but then again Fragger has better weapons and more hp whereas Nader’s grenades are incredibly much better than Molotov.
My suggestions to fix molotov to be on par with the rest:
-Direct hit instantkills the enemy(direct hits are rare after all)
-Decrease cooldown to 25 seconds
-Vastly increase throwing animations and weapon switching afterwards
I like Stoker but if I’d really want to win I would never pick him over similar mercs like Fragger or Nader.