They fixed it soon enough, so no big deal.
Hrrrm, Soon âą enough, yes, i member the 2-4 McCassidys every game lmao.
They didnât think people would use it on tanks, because they didnât personally envision it being used that way.
The ability to deal critical damage makes DPS a lot more complicated to balance, because including the potential to double the damage something deals makes averaging DPS much less accurate. Honestly, only a handful of weapons should even be able to crit and they could tune TTK based on a consistent damage source instead of âwell, maybe this hero pops off and gets 5 headshots in a row, so we canât buff their gun in any wayâ.
And 5 Winstons, with 3x faster charging UltsâŠ
But how⊠tanks are a big part of this gameâŠ
Yes, but it also makes the ability more interesting and raises its skill-ceilling.
Hmm, i disagree, that way theres far too little skill-expression, we aint playing a fps game at that point much anymore.
5 Reins/Winstons and 1 LĂșcio, fun times!
Consistency is more important in those scenarios, which is where most players struggle anyway. Itâs easy to be like âIâm so good at this!â when you dome someone for a one-shot crit, but can you land those shots consistently?
The first time I tried him, I came around a corner into a RH: stunned him with the grenade > FtH into his face > rolled > FtH into his face again and killed him (I think FtH could headshot at this point still).
I looked at what I had done and was immediately like, âYeah, this guy is OPâŠâ
This argument goes both ways, being able to headshot consistently is part of the fun.
(For the players that have the skill for it)
Iâm just saying itâs a balance nightmare when DPS can be so unpredictable.
Oh i see what you mean now but i dont think its that bad, a good example is Reaper, he has about the same mobility as Cass (mid fire-fight, actually a bit more) but his range of damage is ridiculously huge, but he is still very much balanceable.
If hes like right next to you he can kill alot of the cast in a span of 1-2 seconds or less but he cant get there as easily, so consistently he does good overral dmg that is perfectly balanceable, basically the same thing here if FTH could headshot (as long as it doesnt have random spread, the right spread angle and a good fall-off).
Respawn simulator.
Yeah, but the reason theyâve had to tune Reaperâs damage so much is because they originally made spread totally random so heâd occasionally deal one-shot damage, or do absolutely nothing depending on where the pellets landed on the three rings. As soon as they changed his spread pattern to the current star-shaped one, they realized that his damage output is bonkers and had to dial it back a handful of times.
When you start from a place of consistency, itâs much, much easier to dial in HTK/TTK thresholds and figure out what needs to be buffed/nerfed and by how much. Critical hits randomly turning a hero from a meme into a magic eraser is a huge problem because you canât really balance around itâthis is something that will quickly become an issue with Kiriko, but people havenât really gotten good enough with her kunai yet to start complaining about it.
Iâm struggling against cass one tricking sym as well, he really zones out your flanks lol, and doesnât lose the mid range 1v1 vs orbs with his roll unless he is seriously outclassed. its a soft counter to sym probably. You just have to play more patiently, take away his map control and wait for opportunities as far as Iâve figured out so far
It also did full damage (70 damage per shot).
Actually i was there, i made a thread calling that out at the time, they tuned down his damage because they decreased his spread in fact, not cuz they fixed the weird ring problem.
Hmm i dont think its really that difficult to balance just two different variable dmg numbers that one is easier to hit and the other harder, its very much balanceable in fact, harder to? sure but thats the sacrifice to be made for a higher skill-ceilling design.
They decreased his spread at the same time, because they thought his damage was too low and they wanted to ensure people were landing pellets more consistently. This is why every shotgun hero goes though a constant tuning pass of tinkering with the spread angle and pellet damage/densityâd.VA is the other big offender of seeing her glitter cannons constantly getting tweaked to keep her lethality in line.
All this is just talking about body shots, we didnât even get into critical damage potentially doubling (but realistically only increasing by ~30%) the damage these heroes do. Critical hits make balancing heroes like Ashe or Widow more complicated, because you only want them if theyâre landing shots, but their design also makes them very feast or famine and their overall stats trend towards middling even though they become hugely problematic towards the top end of the skill curve.
Making FTH able to crit seems like it wouldnât be an issue at most ranks since most players arenât that good, but when you start factoring in freakbeasts or hard one-tricks who just learn the new FTH rules, you will quickly run into issues. McCree being able to deal even 300 damage (and it canât crit!) made playing tank or fatter DPS like Doomfist awful for a while.
Iâm pretty sure they decreased his spread together with the damage at the same time, just to make him more consistent and playing outside of very melee range and thats pretty much it.
- Spread reduced from 8 to 6
- Damage per projectile reduced from 7 to 5.5
Developer Comment: Reaperâs shotguns have a high damage potential but require close range or large targets to fully utilize. Weâre smoothing this out by extending the range at which he can consistently deal damage while lowering the maximum damage of each shot."
And yes, spread angles and stuff like that is very imporant for the balance of any abiity that has it, specially when they can headshot, wich leads to my other point:
It does make it more complicated but if its something that makes the game overral more fun and increase the skill-celling while also working well in tandem with the floor, i think it should be done.
Characters with high-ceilling and high-floors are always gonna be sort of boom or bust but thats fine, its what makes them tick and the game skillfull yâknow.
If issues arise then they can be dealt with, the angle can change and so can the damage numbers or even the headshot multiplier, its overrall i think a better change, more complicated but better for it.
Thats only cuz they didnt change anything about it but just buff it, and it barely put it in a useful spot, needing to actually aim it well while putting a limiting cooldown would likely be more balanced, fun, skillfull and actually more useful than rn.
I hate cass they need to bring back Mcree with the stun nade.
every characters rely on their kit