Too many heroes can be deleted above 50% HP by a cast-and-run pyroblast which keeps KT out of trouble but guarantees a strategic kill right before an objective. A competent player can change the course of team fights depending on the other team comp without much risk. I think KT needs to be punished for casting at max range, and Pyroblast damage should fall off with distance traveled. I think the fall off should be substantial (if significant distance is traveled it should fizzle out). The level 20 pyroblast talent could reduce/remove fizzling again.
Also, if someone can out run through team boosts/ abilities the pyroblast long enough, they should get to live.
Not that this will even be considered, because i doubt HOTS has the resources. But I think its a needed change as someone who played a lot of KT.
Edit:
There appears to be a few types of people that respond:
Nope, pyro is fine.
Yes, pyro is OP.
I see what your saying that it might need more counterplays.
Hurr durr
It baffles me how some people lack the ability to see beyond a discussion of an ability as being some binary its overpowered/underpowered poop-post. I am asking for more counter plays. Thats it. Phoenix is better in some circumstances. Pyro is better in some circumstances. Pyro lacks counter plays compared to similar abilities.
Someone compared it to triple tap where triple tap is fine but pyro is said to be OP⌠Well, triple tap roots nova in place, disables her other actions, and is open to plenty of counterplays.
Someone also said (hopefully sarcastically) that it should gain damage as it travels because tyrandeâs bird does and hanzos arrow does⌠Not sure what to say to this. However, it may be interesting if it started at some low damage % and then increased as it traveled, this meant that groups collapsing on KT would potentially save the target. Would be an interesting counter play.
If itâs QM, itâs a non-issue because the game isnât balanced around QM.
If itâs draft and KT keeps pyroing you or your teammates repeatedly, you made a big blunder in draft (you drafted no armor, no shielding, early picked Malfurion who has no ice block and slow heal over time, etc)
There are so many counters to pyroblast itâs ridiculous. Itâs only âoverpoweredâ in random brawls or quick match games.
Also, if you picked Glass Cannon vs Pyroblast (automatic death even with teleport shield in late game without force armor stacks) the Ming player deserves a Darwin award.
It seems reasonable to me, as long as it doesnât start falling off the moment it is cast. I believe the falloff should start once the projectile has reached the max cast range waypoint.
It does seem ridiculous that pyro can still deal full damage to a player after traveling half the distance of the map.
You really wish to nerf an already worse ultimate? Ultimate that has crap ton of counter play in form of interrupts, damage reductions, armor/protected, stasis effects, effects that remove you from battle ground and with well timed blinks?
Pyroblast isnât a big issue in terms of balance, but I think itâs pretty lacking in terms of counterplay.
If you get targeted with it, then you either happen to have an ability that can negate it, or you die. Itâs either a non-issue for you, or it kills you every time, and thereâs not much in between. Not very deep or interesting.
So yeah, I think adding falloff would be a good thing. It lets the target do something other than accept their inevitable death.
Thereâs no real reason to nerf Pyro. Itâs frustrating, but thatâs not a reason to nerf it. If you wanted to add falling off damage, then it needs a buff to compensate for it, and I think most people would find that far more frustrating than what it is currently.
The falloff would only apply at extremely long distances. Heroes like Lucio or Junkrat can travel half the distance of the entire map before the pyro colides. It does feel insanely awkward to travel half a mile and the pyro still does the exact same damage as it would at point blank range.
If the goal were to fix an awkward feeling, add an acceleration property to the heroic. I actually thought it already had this, but not positive, or rather itâs certainly not enough if thereâs an awkward feeling there.
Another Idea that I had a long time ago was to buff the damage of Pyro tremendously 50-75% but have its damage split evenly between all players in the explosion radius. I.E. 1 target gets shrekt, while 5 players evenly disperse the damage into relatively harmless values.
Didnât put much thought into this so donât take it too seriously. Just floating suggestions.
pyro has so many counters⌠even staying safe and at max hp possible is a counter in itself so no I hope they wonât change pyro itâs part of HotS identity
lol when i play a squishy hero and an zertual and qhuira comes after me they destroy me in a matter of secs, thats faster than a pyroblast traveling at me and iâm at FULL HP when that zertual or qhuira hooks on me.
sounds to me like pyro speed may need a buff kinda slow killing to me to be honest. Just kidding
but still this post is extremely invalid, a bunch of heroes can wipe you out faster than a traveling pyro blast.
i also counted 46 heroes in this game that canât completely cancel its damage out by 100% or reduces its spell damage by 75% and 50%.