View Poll Results: Should Molotov size be reduced?

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  • Yes

    10 43.48%
  • No

    13 56.52%
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  1. #1
    Linzor's Avatar White shores, and beyond

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    Originally Posted by McSic View Post
    We did change the damage and duration in the update yesterday. You still think it deals too much damage and lasts too long?
    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.

  2. #2
    McSic's Avatar L e a d e r

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    Originally Posted by Linzor View Post
    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.
    If we make it possible to jump over them without taking damage we kind of defeat their purpose (you can already use walls though).

  3. #3
    Bunny's Avatar woof.

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    Originally Posted by McSic View Post
    If we make it possible to jump over them without taking damage we kind of defeat their purpose (you can already use walls though).
    Being realistic in terms of how fire works in real life, is it perhaps possible to create a gradient of damage/sec depending on your height above the source? Obviously the further you are away the less damage/sec it does.

  4. #4
    McSic's Avatar L e a d e r

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    Originally Posted by Bunny View Post
    Being realistic in terms of how fire works in real life, is it perhaps possible to create a gradient of damage/sec depending on your height above the source? Obviously the further you are away the less damage/sec it does.
    Easily doable but less damage when you jump over them also defeats their purpose (-> everyone jumps over them -> minimal damage -> useless).

  5. #5
    Bunny's Avatar woof.

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    Originally Posted by McSic View Post
    Easily doable but less damage when you jump over them also defeats their purpose (-> everyone jumps over them -> minimal damage -> useless).
    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).

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