Stoker's Molotov - Your opinion?


(Xenithos) #1

So I made this already but there was a problem with the poll and it published it early… I’ve gotten permission ish stuff to re-make this post so that it can be unbiased because of the issue that arose with the last one. Thanks all, Vanilla.

Basically, I’d love it if I could see everyone’s total votes here, as thoroughly as possible. I’ve included up to 5 options below: (The last option is super pessimistic… :/)

We had some interesting points in the last one, such as it engulfing single targets, or not doing any damage on contact. As well as some points brought up about it’s extinguish-ability and utility versus cool-down when compared to other fire supports abilities.

Regardless of how you feel, we can all agree that Blue Fire is the Smurfiest stoof ever. :3


(Xenithos) #2

@Eox
It’s live.

reserved space for clarification in case anyone asks questions. FAQ spot for me basically.


(DirtyDav) #3

I put down the second one but what I really mean is that it’s “broken” in the sense that it literally doesn’t work properly. Like, the flames don’t always work. If that were fixed, then I’d say it’s fine. Also I don’t think there should be explosive damage from it.


(GatoCommodore) #4

now its too weak people can just run thru it.


(hawkeyeguy99) #5

I personally never use him unless I have a mission for him and then I put him in my squad and still don’t play as him. Downsides:

  1. Ammo station and not ammo packs (especially since they removed the extra clip bug)
  2. No real utility in destroying objectives
  3. Molotov’s dps is drastically lower than Fraggers pineapple, Kira’s laser, Skydude’s airstrike, Arty’s artillery strike, and Thunder with his weapons. Basically it’s the WORST offensive merc ability.

I just don’t see enough utility in the molotov in it’s current state or even in general.


(SaulWolfden) #6

He’s my favorite fire support merc to use since I can use him on any part of any map and has the Stark instead of the BR16, I’d like to see the area denial fire damage be a bit higher.


(Eox) #7

I’m definitely not liking the fact that most Stokers actually use the molly like a conc. It was made much more bearable with the initial explosion nerf tho, but it still doesn’t prevent it from being frustrating to deal against from time to time and I don’t think it was the main use intended at first. On the other hand, the area denial potential of the molly is probably not as powerful as expected. I can see more and more people willingly tanking the burning AoE like if it was nothing.

I would like to suggest the following :

  • Diminish the base flame explosion radius a lot.
  • After the explosion, make the flame radius expand to its maximum radius over 1-0.7s.
  • To compensate for those changes, increase the maximum AoE radius by 10% and increase flame damage per tick from 20 to 30.

The goal about those changes is to make Stoker’s flames something that you DO NOT want to take the risk to cross, increasing its area denial efficiency. It’s also increasing the molly’s efficiency at taking out unsuspecting targets if you flank. However, it wouldn’t be able to cheese 1v1 encounters at all : you would have to score a direct hit with it or throwing it really close to your enemy, which wouldn’t be as easy.

If more buffs are needed, I think we can increase the max AoE by an additional 10%.

No cooldown buff ! It would make Stoker stacking in pubs extremely painful to deal against in pubs.


(averagerussian) #8

“Stoker’s Molotov is so useless that I never use him because of it” - Every person from the competitive scene, including myself.


(Xenithos) #9

Actually, how about we decrease the time for a tick. They can keep it at a lower damage, but make it REALLY fast to kill if they try to walk through it. They get a “burn” so to speak.

This way it still does what you’re saying, but if you accidentally touch it you don’t get seriously penalized, it’s only when you try to walk through it or stay in it for a long time. It IS white phosphorous after all…


(GatoCommodore) #10

give it burn damage after exiting the fire for 3 sec and 10dmg/sec


(ImSploosh) #11

The molotov received a nerf within the recent patches. It definitely feels that way. I noticed it as soon as I used it. My guess is something happened during that whole “molotov won’t gib” thing and the other updates to it, like the changes of its color. There really is something blatantly wrong because it does very little damage. So much so that people can walk straight through it.

I don’t know about a rework, but I wouldn’t mind just having the old molotov back, before the MOFO update and such. It changed for the worse and makes Stoker a pretty useless merc.


(n-x) #12

I already said it on your last poll. The spread behaviour on direct hits needs to be fixed. no more bouncing off of the enemy.

I also think the flames should cause more damage. It’s just super annoyin surprising a group around a healing station, you throw the molotov dead center on the station. One guy is accidently stepping in front of the station. Blocking the flames. Station stays online. The mercs stroll out of your flames, kill you, wait few more seconds and walk back into the healing station. So basically an enormous advantage turned to your death and a long cool down.

The Molotov has such a long cool down and it is hard to predict how the flames will spread. Thus I would say turn up the damage output. If you are standing near the center of the AoE when the molotov hits the ground you should be dead.


(ImSploosh) #13

^That’s the other thing. The cooldown should be shorter.


(royalFlag) #14

db
competitive scene

Roflmao


(GatoCommodore) #15

db
competitive scene

Roflmao [/quote]

i thought Pugs and DBnation still exist


(Talonser) #16

Unless you use it to block an objective, it is way too easy to avoid, usually you can make it across the fire no problem by wall jumping. I would suggest giving it a taller hitbox, but I’m not sure how that would work out practically.

As it stands now, the molotov overall for me is “meh”. Limited usage due to being relatively easy to avoid and with explosives being so commonplace it’s pretty easy to just get rid of if it’s blocking an objective.


(superLobster) #17

I say keep it how it is and decrease the cooldown, but not a ton.


(K1X455) #18

What about accolades? Surely Stoker deserves Blastmaster, BOOM and Explodydendron as well.


(GatoCommodore) #19

right now if you throw the molotov directly at the enemy, hits directly, the enemy can survive it and evade the molotov by going forward because the molotov arent damaging enuf


(Xenithos) #20

Even as a light merc… now if that Stoker is smart and throws the molly at an ususpecting unit while bursting it, it’s dead no matter what…