Is it tho? Hero identity is the archer arquetype. What players identify with the hero can differ by a ton. The identity was behind the concept of the hero, not what players view it.
The game had several heroes who could oneshot stuff, yet their identity were different, or you consider hanzo, roadhog, reaper and widow the same thing? All those had ability to one shot.
Which is why, one shot isn’t his identity. The archer archetype was. Is what made him unique and be identified among the cast. Japanese bowman is more his identity while bow, quiver, lunge, storm arrow, wall climb, arrow, sonic arrow and his lethality as characteristics associated to that identity.
The missconception becomes clear when what the “core of the hero” is misunderstood to his caracteristics do. Some characteristics can be the core concept of the hero for the purpose of design the gameplay. But doesn’t reflect on the hero identity.
Both designs are bad. You wanna know why? Because they conditioned folks to those characteristics, no hero should had characteristics like those since ow1 launch. Yet some did, now they’re fixing that, due not being great to have in the game.
Instead of fixing, they previously tried to “redirect” folks to do stuff differently. But that alone backfired due similar mistakes being done in the game in general.
Hanzo not being able to one shot, he could had several ways to address his lethality without rely on one shots if was ever needed, which wouldn’t if they knew better back then. Increasing his rate of fire like they did on storm arrow, putting a dot in his damage, creating other abilities and so on. Hanzo nerver actually needed one shots, devs conditioned folks to rely on it for a long time, that alone made folks take it for granted, claiming it was his identity which wasn’t.
Is “less negative” to keep buffing stuff and break the game entirely, than nerfing problematic stuff. Took them about 8 years to realize that, sadly nerfing stuff often comes with “toxic meta” but sometimes is a necessity.
Brig, sombra, doom, sigma, rq, 5v5. All those are things they did with the intent to keep stuff under certain control, instead of changing stuff that was out of their control. All those, eventually backfired pretty hard.
Doesn’t, just mask again till the same problem emerges after awhile .
Yes and somewhat no. Due the damage itself was too high. Which is why backfired and often used as tank buster due the formations of tanks going towards defensive.
His scatter was as much problematic as his primary, storm just often reflected on him using the new ability on busting tanks defense. That alone would remove him from sniper archetype that he would compete with the likes of widow, putting him in similar realm as bastion, echo and reaper.
He initially was meant to be sniper, but that “philosophy” was long gone for sometime already.
Heroes shouldn’t be generalists which is the whole problem they, at least right now, are trying to fix. Storm arrow enables him to perform better at close and mid ranges, while his lethality enables both cases, his performance at long ranges were mediocre at best. So, his effective range were always mid range, while storm enabled close quarters more reliably which often were tied with tank busting. Which means that having one less tank, becomes problematic.
If AoE healing is strong enough, should. Amp it up, brig inspire with her ult, junker queen shout, mauga lifesteal
Aoe abilities with 15 or 20 could buy time, but hanzo also shouldn’t shoot against a target being healed without someone else backing him up too. Like a discord orb, mercy beam or another hero firing on the general direction.
Dot, most likely could solve the “one shot complaints” but should be done in a way that would work on 1v1 not 1v2 or 1v3 situations.
Which is why, healing, health pack should be counterplays. And his arrows should had more utility associated to it.
Healing aren’t often instant which would be hindered by dps passive. Even at 120dmg + 60 dot if he does melee is more 40 damage on top of it (due being mid range in general). Most aoe healing sources wouldn’t be able to prevent the death if was HS.
Hanzo has tools to cut mid ranges to close range also melee range is really forgiving. A lunge + melee could hit a foe from about 10m of distance. They could give hanzo another lunge charge if needed would be able to reach about 18m. They could even motivate that kind of playstyle by if he does that melee and the foe dies his specialized arrow cooldown resets. Similarly to genji’s dash by example.
Heroes doesn’t need high rate of fire at mid and close ranges. Just needs tools, junk and mei are examples of that.
If you don’t have the ability to kill with one shot, you wouldn’t need the fall off, which is why dot can be an elegant solution on both cases.
The issue is not having one shot and tanking busting abilities. Is about having one shot, not being a good design and due the game having only one tank, tank bust abilities also doesn’t make much sense.
The reason the tanks are being gigabuffed is because those tank busters and the one shot strengths. Did you know that on open queue prior to hp increase, tanks were dying by a single shot from widow? Now open queue is more balanced than RQ with reasonable hp pools on tanks?
Open works due heroes being picked to offset certain heroes strengths. RQ doesn’t enable that entirely, which forced those problematic designs to be addressed.
The game have a ton of problems, but hanzo problems are 2 separate entities that one shots are unfun mechannic and due the reduction of one tank, tank busting abilities are problematic too.
Look d.va and reaper changes, they’re more reliable against smaller foes due less spread, while being weaker on armored targets which mostly are tied to tanks.
Hanzo problem on storm could solved by using other ability like the ones I mentioned. While his arrow itself either could be left untouched with faster RoF, but not akin to storm more akin to take 0.6s to max draw and 0.4 to recover while doing the same 120 damage. Having 3 kinds of arrow (sonic arrow with 20 additional damage, dot arrow with 60 additional damage and hinder arrow with 40 additional damage).
A critical of 120 would be 240+20~60(special)+40(on melee).
Give one charge of lunge and he would be able to perform just fine. Also disabling db effect on those arrows, while his non buffed could have.
Give something like 6-8 sec on each arrow. While killing with melee would reset the cooldown the one that hit the foe prior to it.
If needed those damages could be changed to more while reducing his base damage to offset situations like db. Storm arrow is from a era which the game had 2 tanks and isn’t suited to the current era, is not tied to the current situation of reducing/removing one shots.