The moment it stops being cheap, is the moment people start crying about how they cant rely on it anymore…
It jus gotta be well implemented so people wont complain as much. (easy to say though)
I don’t think you can.
Because it needs to be both effective, and easy to land, because it needs to work on mobile heroes.
There isn’t a way to do that, without it feeling cheap.
Again, just having it be more forgiving (even just a tiny bit) than pure hitscan with no need for headshots is forgiving enough imo.
Nope, because then all you have done is make it far easier to land on non mobility heroes, than mobility ones, so that is where it will be used.
But you have now lost your counter to mobility heroes. So you will end up having to move it back.
The ENTIRE issue with hyper mobile heroes, is they force abilities which people hate into your game as their counters.
Or to put it another way, you COULD do this, and make it work, if you also removed the mobility from the heroes which rely on it.
No, its just easy to land in general, the effect itself just has to counter mobility.
You see, what makes the mobile heroes actually hard to kill is not the fact you cant hit them ever, is that they can easily escape after you hit them, so, if you just stick them once and they cant escape, then its somethign that counters them more than other characters.
Because you have to land it on fast moving small hitbox heroes.
If you fixed the heroes so they were not fast moving, or didn’t have small hitboxes, then you can get the flashbang you want.
I dont think that is the issue, anything that isnt pure hitscan, with no need for headshots is already fair enough and easy enough to land, the issue is landing multiple things specially headshots on fast moving targets…
If you only need to hit one bodyshot lvl ability to then counter them, its more than enough, at least it has some skill expression as opposed to this current auto aiming blandness.
Is not going to happen.
Because again, it is WAY easier to then land on everyone who isn’t a mobility hero. All you have done is make mobility heroes stronger, and everyone else weaker.
You could do it if you removed their mobility, or small hitboxes though, since then it would be closer in difficulty to land.
You can’t go around removing the counters to mobility heroes without getting rid of the mobility heroes themselves.
Remove the base problem, and you can fix the mitigation to the problem.
Again, thats not the issue, see, a good example here:
What if you had, say, his nade but minimum tracking , basically Pulse Bomb but slightly easier to land, okay, sure you’d hit targets that are easy to hit more than characters that are harder to…
But thats the same for the current nade, in fact, its much easier to get value of his nade by sticking targets that dont have mobility or counter-play to it like a support like Zen or Soldier...
But i digress… so, sure, you hit said target easier (cuz obviously theres no changing that) but on explosion it for example slows your target and MAYBE disables movement for a tiny bit, characters that can just tank the dmg and dont need to run away, like another hitscan or tanks, wouldnt care as much, while characters that want to run away would care more.
But not to the same degree.
To more value in fact.
No
What? Having it require more aim, makes it worse vs fast moving, small hit box targets.
That is it. Go fix the base problem.
But my argument is that it doesnt really matter much, and all it does is make it an bland non-skill ability…
Hitting them once is not that hard, specially when its a non headshot.
The problem is finishing them off.
It is your cooldown, a miss means you lose it. So people will use it on targets which they won’t miss on.
If your argument is “it doesn’t matter, no one misses a body shot on the mobility heroes” then you could increase their hitbox size until that was actually true right?
Then you learn to aim it better, theres such a thing called counter-play, if stuff just devolve into rock-paper-scissors then… y’know things starts becoming much less fun.
Then pull the mobility off them. Because they are ALREADY one side of the rock paper scissors.
You don’t fix a rock paper scissors situation by removing paper, and calling it a day. Because all you have done is make something horribly unbalanced.
Phrased it badly, i meant “Too much rock-paper-scissors”
Of course theres always gonna be a RPS factor in matchup specific scenarios but it again, has to be implemented well, wich definetly is not what this current one is, when Reaper, Genji, Sombra and Tracer have the best ways to counter it, when it was supposed to help deal with them.
(And it does nothing to tanks pretty much)
And i think making auto targetting things is at least on the border of implemented badly.
Again though, you are removing one side of that triangle, and saying “look see fixed!”
You need to change what it was there to counter at the same time, or you are just making the game way more unbalanced.
You don’t want to do that? Then I guess you are stuck with current flashbang.