Stoker rework
In his current form, I find him to be the least interesting Merc. I feel that his ability is not only somewhat OP, but also just kind of boring. It needs more versatility, IMO.
At present, Stoker is the last Merc I plan to acquire, and only for ‘collection’ purposes. I have zero interest in playing him in his current form. FTR, I did play him briefly during free rotation.
Here are my suggested changes.
- As he is a fire specialist, give him reduced damage when moving through enemy Stoker fire, at least 50% less. This will mean that enemy teams cannot completely ignore a fire patch because a Stoker could come through and make it to an objective or do some other damage.
At present, the fire patch is a total no-go zone, outside of hopping over a corner.
- 3 (three) Phase cocktail, affecting size, duration and cooldown. Damage is unchanged. Cooldown can be of the single use type, i.e., once triggered, it must completely reset, or can be dynamic, i.e., time/charge based, allowing for more frequent usage.
Personally, I prefer the dynamic charge based cooldown. I’ll give an example at the end.
Keybind, trigger and UI:
The current keybind will be used, and will function as a timer split into 3 parts. To access phases 2 and 3, the key must be held down for a period of time. Either a horizontal meter with 3 colors and a number can be used to indicate the phase, or, the character can count on one hand like Fragger does.
Phase 1:
This can be accessed by simply tapping the key, but it can also be held down so long as the timer does not extend into Phase 2.
Function:
- AoE: 20% of current
- Duration: About 2 seconds
- Cooldown: 7 to 12 seconds
Phase 2:
This is accessed by holding down the key until the meter (or hand count) shows it has exnteded into Phase 2 range, and can continue to be held down so long as the timer does not extend into Phase 3.
Function:
- AoE: 40-50% of current
- Duration: About 3.5 to 5 seconds
- Cooldown: 18 to 25 seconds
Phase 3:
This is accessed by holding down the key until the meter (or hand count) shows it has exnteded into Phase 3 range, and can continue to be held down indefinitley (if the current grenade can be primed indefinitely, if not, then use the current maximum setting)
Function:
AoE: 70% to 85% of current
Duration: 6 to 8 seconds
Cooldown: 30 to 35 seconds
Dynamic charge based cooldown example
With a standard cooldown, after tossing a grenade, the entire timer must countdown before another grenade of any Phase can be tossed.
But with a charge based timer, as soon as enough charge is built up for a Phase 1 or 2, it can be tossed without waiting for a full reset. Essentially, the cooldown timer would be split into 3 sections. So one could toss a Phase 3, and then 7 to 12 seconds later, toss a Phase 1, if desired.
The dynamic timer is much more fun, plain and simple.
I believe this will be much more fun to play, and also slightly less annoying on the upper end effects.
The 3rd phase has reduced impact compared to current but also a reduced cooldown.
Please vote and post your opinions!