Cassidy's grenade should of been an actual flashbang

There are better alternatives imo.

But at least he needs something to not be so easily diveable imo, when he has no mobility nor survivability nor enough burst dmg.

Well, it aint just about counter-play, it also is the way counter-play exists, on FPS games that usually is playing around aim and cover and whatnot,

Currently it is actually very weak imo, its just a crutch ability for people that cant aim really wich doesnt even do the specific job it was “designed” to do, i think they gotta actually make it able to do its job but in the right , fun way. (or rather copied over from Pulse Bomb with a bland tracking)

I want it changed mostly cuz its bland, boring and weak.

Another reason to have things require skill,is that for the exact reason Moira and Torb require less skill they arent buffed.

Well now you know the shape of the design restrictions around it, you can’t reduce it’s precision, without also taking a hammer to mobility.

The issue is, again, you need them. They are effective in the same ranks as the hero they counter is, Genji…

And you need them to be effective in those ranks for that reason.

You want to make them less effective, then you would also have to strip out some of Genji’s mobility, by dropping double jump or something similar.

It really doesn’t need to be easy to land. Blizzard should really stop catering so hard to people who are simply not good at the game.

I knew the restrictions already, its why even though i want its precision increased i also want it to target mobility better, by exploding much faster and slowing/disabling movement.

You dont need them, in fact i’d say we would be better off without them, Moira players get boosted into ranks they dont deserve currently, making the skill-tiers unbalanced.

Wich is hopefully what her rework gets around fixing.

You can’t do it by making it NOT counter mobility, because you turned it into a precision weapon.

Paper: high sustain damage precision weapons.
Rock: low sustain damage (but high burst) non precision weapons. (flashbang, Moira’s beam, Torbs Turret, etc)
Scissors: high mobility.

This is why it is like it is.

If you want to remove that, then you have to remove the mobility on the high mobile small hitbox heroes.

They are ONLY in the game because hypermobility is. You can remove them tomorrow, if you also ditch the hyper mobile small hitbox heroes.

Again, thats not the only way nor i’d argue the best way, likely one of the worst ways.

Well, you haven’t come up with something which works. It is a KNOWN cursed problem in the hero shooter space.

Go watch cursed problems in game design.

The true flashbang idea still allows for it to be counter mobility without it being a drop-dead stun combo or lock-on death. The mobile heroes still have a chance of fighting back by just spraying everywhere but it enables Cassidy free shots or a chance to reposition.
It takes as much skill to use as stunbang did, but doesn’t result in a guaranteed death for anyone that isn’t a tank.

I do think only needing to hit them ONCE with a non-headshot ability that then works by countering their hypermobility should suffice more than enough in the forgiving department.

That much is true.

Oh lawd thats long.

It doesn’t counter it anything like the others, so, you would have to reduce mobility.

You have reduced the amount it works in them, so you need to slow them down enough that you compensate for that.

You don’t want rock / paper / Scissors, where one only counters the next a small percent of the time.

It turns mobility into a flailing child whose mother didn’t get them a toy from Big W, so yeah, it does indeed counter mobility. Also, I despise Tracer being the fastest character in the game with 4 teleports and Genji just being “Spam every button to make up for no skill”, so I don’t care for them being nerfed.

That makes it a good answer.

You nerf small hitbox mobility, and you can have the changes you want, BUT… Morningstar doesn’t want to do that.

So he can’t get what he wants.

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You’re finnally starting to see where i’m coming from, exactly, risk v reward, by making it more precise, then increasing the reward given by hitting it.

The current reward is killing them most of the time.

Your design doesn’t increase on that. I’ve already covered it, how can you increase that reward? by making their spawn timer increase?

We have already been down this branch.

Sure aint, do ya see Cassidy being played anywhere to good success, even when Gengu, Tracer, Sombra and Reaper were being heavily played?

Theres like 2 Cassidys on T500.

So, you want to make it so, it has a worse effect, and is harder to land, to make him more successful?

Doesn’t work that way, you COULD make him more successful by making it have MORE autoaim.

Better effect but harder to land (while also buffing his FTH)

Your design doesn’t make it better since, killing them is already about as good as it gets.

And your design to land it is making it harder to land.

so making it worse on 2 fronts DOES NOT HELP.

Ya mean this one?

, this is a less strong version since it comes with a strong FTH to compesate. (still think its better than the current one tho, specially cuz obviously it has 20% less CD)

FTH works better on non mobility heroes.

This is worse, not better. You don’t want to reduce mobility, but you want to make one of the things which keeps them in check worse against them, and better against everything else.

Blizzard won’t do this. For the reasons I keep covering.