Stoker Molotov is too weak


(Ritobasu) #41

Only problem with Stoker right now is that his ability is pretty goddamn strong when it comes to 1v1 in CQC, and that’s pretty much 2/3s of its use right now. Why stall the enemy team for 10 seconds when I can dunk and kill two of them and shoot the rest to send them into longspawn?

Already suggested a much longer arming time before throwing it a month after his release, and everyone disagreed lol


(yenku) #42

I play Stoker a lot, when I do not play an engineer, I play Stoker, I don’t like pure assault merc and I like to be useful to my team.

I like Stoker as he is now.
40 Seconds cool down are a lot, balanced, but a lot, so better save that molotov for area denial than for an easy kill, imho.
If you can do both, deny an area and meanwhile get some kills too, the better.

I guess you use the Molotov to deny an area, AND, I guess you throw a molotov when you see someone coming from that way you’re watching, no ? I think you wouldn’t like to waste 40 seconds because you did think someone could come from there…

So you are defending on Bridge, last phase, you see people coming from the main entrance, you throw a molotov, block road.

If you’d have to calculate the arming time, you could be late, but, we could adapt to that, well is not a bad idea, it could be worked on, could be tested.
I was thinking about giving the molotov just ONE bounce and then detonate at next impact.
Could open more tactics but I’m not sure it’s a good idea.

@Amerika you are right, if you see Stoker not shooting, better go away asap. But you do agree that sometimes, you do not have any time to react.
And this is not that bad because this can happen too with all kind of explosive, even with shoot mines.

Right now, I like Stoker in his current state,


(sgtCrookyGrin) #43

My only problem with Molotov is when I throw it at someone and the fire disappears or the fire has shitty physics (I threw it up on a ceiling once to take down the MG n00b on the wall map, the fire stuck to the ceiling (-_-))


(Amerika) #44

@flease But in many situations you do have time to react. It might not be a huge window but at least there is the chance in many situations. Sometimes you are just going to get caught though. Which is fine. Every merc has abilities that are there to be helpful and to work. Things only get super cheap if there is zero time to react 9 times out of 10. That’s why a fully invisible Phantom with no sound could run up to anybody and murder them without them being able to react at all is a bad idea.

But a Fragger, Stoker, Thunder, Kira, Arty, Proxy etc. that have kill abilities that work well but still give the opposition time to react/avoid in a lot of scenarios is good. It can be a hard thing to balance. The window for avoiding molotovs is slim but it also has a long CD and contrary to what naysayers want to have you believe it’s extremely hard to hit a moving/strafing target with a direct shot. It’s almost always better to throw at the feet and in front of players and start firing at them. They might think they got a direct hit on them many times but they actually just took damage over time from the flame + gunfire and died quickly. That’s usually how I do it. Throwing directly at somebody to try and score a direct hit is a good way to miss most of your throws and damage potential.


(Reddeadcap) #45

@Ritobasu @Dawnrazor killing a single person with a Molotov is pretty much a waste die it it’s 40 second cooldown and should be used when there are at least 2 enemies.
tossing it down a commonly used route, especially if it’s indoor and the enemy team doesn’t have or wont use explosives or smoke to clear out the fire can really buy your team some time.

Also tossing it on the carry objectives, delivery points and even on where the c4 is ir would be placed.

Molotovs are area denial and they do that perfectly.

As @Amerika pointed it out scoring a direct hit isn’t very easy and the 40 second cooldown for how much it affects and it’s use indoors unlike other fire support abilities is just the right spot, some people wanted it lowered to that of a Frag/conc grenade or an Arty strike but that would mean that once the fire clears up in 5-15 seconds Stoker would toss another one.


(watsyurdeal) #46

Honestly t he cooldown and the difficulty of landing direct hits doesn’t really justify or allow you to glance over the obvious problem with the Malatov. Panic Throwing, constantly I see Stoker’s who throw molotovs out without thinking about it, just to get a single kill or prevent their death.

It leads to frustrating situation on the end of the victim, which isn’t fun in the slightest.

Cooked Nades, yes they do not offer much counter play but they have changed so much in the last few months.

  1. Only one nade at a time
  2. No longer gibs unless on very low health, the cirucmstances at which these gib are nowhere near as consistent as before.
  3. You still have to cook them, and doing so causes a penalty, so you really do have to time it right.

The skill floor for nades has increased, so it’s not so easy to abuse them and get away with it. Many people say Fragger was dead after these changes, but he really is just as good as he always had been, the difference is he requires more effort, more risks to be taken, more variables to consider when using the nade.

I do not see why the Stickies or the Molotov can not have this same sort of change made, to encourage smarter usage of these and higher rewards, and punishing those who make mistakes more severely.

It’s called skill indexing, and I think it would be good for this game’s future to at least consider the possibility, that maybe, just maybe, certain abilities are too easy to use and too rewarding.


(sgtCrookyGrin) #47

I like what you say mate, but you can’t change the Fletchers, because he’s too skilled for nerfing ( ͡° ͜ʖ ͡°)


(Dawnlazy) #48

The old frag grenade was absolute nuts, you could just hamhandedly throw that thing into a room and get a free triple kill every time with nearly zero effort.


(sgtCrookyGrin) #49

Yea I’m new so I didn’t actually get to experience any of that, but I am not bad at the game either, been trying to see what people think about balancing and etc…


(BananaSlug) #50

its molotov not a fucking nuke !


(TheVulpesFox) #51

Too… Many… Long… Comments… Cannotbebotheredtoreadthem


(SirMurder) #52

[quote=“TheVulpesFox;144095”]Never seen so many dislikes on a post before. Can anyone find one with more?
And stoker is beasty as he is now, and balanced IMO. I don’t think he needs to be changed at all.[/quote]

@TheVulpesFox Thisone is close http://forums.dirtybomb.nexon.net/discussion/23854/a-massive-fletcher-rework-please-read-the-whole-thing/p1


(TheVulpesFox) #53

@SirMurder lol yep.


(Icecoal) #54

molotov is fine , a well placed one can easily decide many C4 defending moments. Sure its easy to use but the cd is frikking 40 sec long


(shreked) #55

wtf, its fucking strong dude