https://i.imgur.com/2HV51cE.png
Should Molotov size be reduced? Yes or no?
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https://i.imgur.com/2HV51cE.png
Should Molotov size be reduced? Yes or no?
Almost everything should be changed. The capacity, the damage, the duration and range lol.
6 molotovs are way too much (should be max 3 imo) and it lasts forever, and you can just throw the next one immediately after to just keep people from rushing you.
If you just touch it for half a sec half your ap disappears like that. You can't in small areas jump over it either cuz it has some height to it so it still burns you if you try jumping over it.
Definitely should be reduced imo. Just think about it - when 5 molotovs are thrown one by one all over the place, you can barely escape and avoid being damaged. Also, it becomes a whole mess in A&D and TDM rooms, and I won’t even talk about the Turbo rooms, lol.
Had not noticed the dmg reduction so just tried it out, I think its fine now. It still lasts a bit too long tho imo, it just becomes a waiting game if everyone blocks a path with molotovs like in garden or mansion for example. And it's annoying how you can't like go over it unless you're very high up. The height of where the dmg starts should be lowered so you have a bigger chance of jumping over it or use walls to get over it without getting burned cuz now it just forces the enemy to either wait it out or take a detour. Kinda ruins the fast pace. I think that if you make it easier to get over it then the range of it doesn't matter as much.
How about reducing fire effect? Its toooooooooooo much even in low effect quality :(
Most people would see it only as one way or the other. Either theyre useless or theyre broken and require you to go around. But people should understand that the choice of going over them (combined with the skill of whoever goes over them and how high above they can go in the case of gradient of dmg/sec) is a balance between paying some hp but being able to rush the enemy when they cant expect it. As such, a balanced point should be established but this is too early to say because people are just now developing strategies against dealing with this item. Setting it to a value that makes sense as well as a decent fall-off gradient and waiting a while is probably the best choice balance wise to know what the community thinks. Especially since any change in this community is usually rejected (historically speaking).
I have been testing the molly's for the few days.
The usage of mollys in a generic setup requires to remove sword or switch rings to fit 100 weight.
-> -8hp -8ap or lose potentially huge sword damage output.
And u'll lose the 1 med slot
-> -60hp/ap
i tested mollys in tdm and cw and got 2-6 ticks per round (Highly dependent on map)
-> 1 tick = 40 dmg after the nerf so thats 80-240 dmg
Well placed mollys in the generic potshot locations create alot of confusion and time waste on the opponent side. Good players can easily capitalize on this and rush the enemy.
In my thoughts molly's are indeed still stronk, but if further nerfs are done i would like it to fit the generic weight setup..
Well yeh, i do aggree that molotovs should be reduced to
3 or 4 on max level and accordingly, 6 is way too much cuz, people keep throwing one after another too much and produce air pollution.. , I'd love it to explode directly (rightclick to explode when it hit wall , left click to bounce and explode) and keep the same radius, increasing damage and reducing it to 3/3 will be cool. Since molotovs are in game. I use em all the time haha..
Molotov clip size and lifetime will be reduced in the next update.