Current Flashbang Is Actually Horrible

It’s radius is tiny, it’s range is so low it only effects enemies in your face, there’s no sound cue that you’ve even hit anyone with it like mag nade, and it’s barely useful against the enemies he needs to use it for.
Tracer can easily stay out of it’s range and kill him, Reaper can stay out of it’s range and kill him, Sombra can easily stay out of it’s range and kill him, Moira can easily stay out of it’s range and kill him, Ball seems to not be that badly effected by it…

I rarely see enemy Cassidys effectively use it and I don’t even bother with it anymore because it’s actually just that bad.

It’s awful. People complained about mag nade being op but this was not the way to go. It is actually horrible. It cannot have that low of a range and radius and have the only effect by a crummy hinder.
Old flashbang was fine because he needed to be in their face but the effect was good.
Now he needs to be in their face but the effect isn’t worth it at all, not even close.

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It needs a few more metres of range and it’ll be good

Flashbanging a ball 90% of the time is useless on its own unless you’re timing it to when he slams. You genuinely have to chain CC to kill a ball. It’s not a flashbang specific thing

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He still did? Mag nade didn’t auto aim his left click for him.
If you couldn’t aim you still did absolutely terrible and were completely useless to your team.

They keep nerfing and changing him so he can’t be anything other than a bot to click heads.

The current nade is the nade he should have had in OW1. I play a fair amount of Cass in Masters-GM and I have been finding great success with it.
They could increase the range by maybe a 1/2 metre at most, but they should give Cass the nerfs he really needed — being an HP reduction to 250 and reduced projectile sizes. He’s much too tanky. They can then revert his fall-off nerf.

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He’s tanky because his range is azz

The range nerf was simply the wrong nerf. It wasn’t his problem. It was the fact he’s not a divable hero.

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Dive players when the low mobility anti-dive hero is hard to dive

It’s like trying to dive a Reaper or Torb that has their cooldowns up and then complaining that they’re not dying

Well, you’re not getting any previous iteration of it back.

Well no, I’m not a dive player. Cass is one of my most played heroes.

Think of it this way:
Hinder Nade is an ability that allows you to create distance, coupled with Combat Roll (which has 50% damage reduction iirc). They can do one of either of these things. Remove or reduce the damage reduction with combat role, or reduce his HP.

The sticky nade we had before was not particularly consistent on mobile or dive heroes, which is why he had to be tanky. He doesn’t have that problem anymore.

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Or they can do none of those things because they all line up with the hero fantasy in mind of a closer ranged beefy brawl hero

It’s why combat roll moves you only a few metres at most, fan the hammer has wild spread outside of breathing distance against squishies, flashbang is hard capped to 10m etc

Thats not why he has extra health though. The consistency of his E didn’t matter, his effective range is the reason why. They want to differentiate him from other heroes that occupy that mid range role like Sojourn, Hanzo, Soldier, Ashe. He has about half the range so also 25 extra health

Here’s the question: if he didn’t receive his fall-off nerf, but had 250 HP instead, would he be “azz”?
I’m pretty sure he’d still be one of the strongest DPS.

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The range wasn’t great before either lol. It’s just so bad now that the old range will look good in comparison

I honestly don’t know if 250hp would’ve been good or not. It didn’t happen

What if they kept the distance of Magnade but removed the homing aspect and increased projectile speed?

A hinder version of sleep, as it has to hit the target. That would still be viable, more skillful to learn with and useful no? As long as you have the skill to hit it.

Although tbh I don’t mind his nade as it is now either. It just, doesn’t require much skill to use outside of your own positioning. Cass is pretty boring to me because you only shoot. He doesn’t have much engaging aspects about his kit imo.

It isn’t a homing nade anymore. Or are you suggesting making it more a combination of the mag nade, just without the homing?

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I know it’s not. But could they not have kept the distance and turned it into a hinder sleep dart.

That way you have to aim. And landing it feel more rewarding to the player.

Cass is so boring to me because he just shoots his gun.

Saying that, I simply get around that by not playing Cass. So I don’t care if they keep his nade as is or change it.

My thoughts are simply about making Cass more fun and engaging to play. Projectiles are fun and engaging to me. Soldier has one, Ashe has one and vertical mobility. Tracer has movement, Widow has movement and is engaging with her grapple shots.

Cass is just, walk and shoot.

With that FB change Blizzard is begging us to stop picking McCassidy so much.

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It’s way more consistent & much faster to hinder enemies I think it’s better

Wow? He’s a hitscanned designed to do his exact job? What’re you even crying about.

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Is it not just the same projectile as it was in OW1? Why does he need such long range anyways when his close range is so good?

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I see your point, but I’ve been hit with mag nades that I dodged and felt like I Was fighting Hol Horse. I think his current nade is way better, but then again I didn’t even hate the original flash bang ability.

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