Critical Hitbox for Melee Suggestion

This is just something I thought would be interesting. When you’re playing heroes like Brigitte, Reinhardt, having a big hitbox on your attacks can feel nice having such a big margin of error, but it becomes very frustrating how little damage you do when you’re dealing with heroes like Roadhog or D.Va and you’ll be hitting them for hours to no avail.

If you were playing Widowmaker, her body shot damage isn’t the best, but you really can’t complain about her headshot damage. So if ever you feel like you just can’t do enough damage as widowmaker you could always just try to aim better and land the headshot, but with Brigitte, you’re just trying to spam every ability less for the actual effects and more for the fact that they deal more damage than your primary fire.

On thing that fighting games tend to do in this situation is giving you bonus damage for back attacks. So when you’re using a melee attack or even quick melee, you could get the critical hit multiplier on your damage for it.

So one thing that we ought to consider is who exactly this affects most. So if we made it so that the quick melee that every hero has gets double damage for back attacks we can expect this will hugely impact Tracer and Sombra. Both of these heroes have some of the best options for getting behind someone reliably for a quick melee

If it wasn’t applied to quick melee and just melee attacks like Rocket Punch, Dragon Blade and Brigitte’s attacks. Then doomfist might see more power in both skilled and unskilled hands. Higher tier doomfist players will be better at using his mobility to get behind people while lower tier doomfist players will be playing against enemies who aren’t as aware of their surroundings.

Unlike headshots, back attacks actually have counter play. You can’t actually control whether or not someone’s crosshair is on your head unless you have a shield, you can control whether or not your back is facing an enemy.

But this means that heroes like mei and ana will be more effective. Because these two have powerful stuns, they can force you to accept a back-attack because you can’t turn around while frozen.

The whole purpose of this is to raise every hero’s skill ceiling. Allowing us to do more with the skills we have yet untapped. I think we can all agree that the Overwatch community as a whole is better at the game than we were 2 years ago.

The only reason why I wouldn’t want this change to expand to quick melee is because it really just makes tracer extremely oppressive, but it doesn’t really benefit anyone else nearly as much as it benefits her. Quick melee already does 60 DPS, and if it could crit, it would give tracer the option to do 120 DPS without even shooting her guns.

melee isn’t supposed to do massive damage only if it’s a melee character. melee is there to finish of someone while you’re reloaiding.

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