I for the life of me cannot fathom how this ability is in the game in its current state. It is completely useless against its designed targets ie. Characters with movement abilities, because it doesn’t work on them.
Every single (and I do mean this literally) hero with a dash or movement increasing ability of any type can quite literally ”outrun” it, even when it has started to magnetize towards them. Also, thrown direclty at say, a genji dashing towards you, it doesn’t stick even if it physically passes through them because of the arming time I guess??? So the laughable velocity at which it ”magnetizes” towards a player added to the seemingly year long arm time makes it next to impossible to stick to its desired primary targets.
So it literally doesn’t work as intended AND to add insult to injury, it still feels like crap to be on the receiving end of it as a tank, because god knows they are the only heroes that the ability can actually hit consistantly! They keep taking the majority of them over course of the match on cooldown which is a whole lot of fun for them for sure! These tanks ofcourse exclude doom and ball because of the reasons stated earlier.
So blizzard, my suggestion is that you remove the armtime and/or make the velocity of the nade after locking on to someone twice the amount it is now so it cannot be outrun. Additionally if the velocity increase doesn’t feel right, make it so that it, after started tracking on, cannot explode early in the air, before sticking to its tracked target. That would fix the infinite amount of frustration the Cass player feels when they see the little pipe explode in the air inches behind the rolling hammond not even in a fireball amount of speed. (This happens nearly every single time you throw one at a moving hammond)