Focus fire is still a thing, and even then these health changes effects both sides now.
the enemy team isn’t magically going to kill your faster then yours can.
M8 no regs have almost nothing to do with in engine, and more so to do with data getting lost between you and the server.
You click the button, and the some data lost makes it look like the enemy is moved a different direction or that the shot was delayed by a fraction of second do to some unexpected traffic will effect that.
Especially in the cases where the enemy kills you first, and you have yet to get that info.
not really no, it’s not going to change much especially with the health pull changes.
If you can consistently two tap headshot as cassidy, Well guess what? You already at the peak giving you fatting hit boxes won’t really change much. Even after the rework.
???
no I have zero idea what your talking about, is someone doing 500 damage with projectile of a car.
Is their a car hero i don’t know about that has 500hp.
what are you reffering to?
Their is no hero or weapon under that description.
If you’re already proving yourself to be a skilled player by literally optimizing your hero. Landing as many shots as possible, but nobody’s perfect so they miss a few.
Now those shots they typically would miss, those land now.
That’s not an advantage? A complete easy mode?
The analogy of the race car driver is that he’s optimizing his lap times by cutting corners, and managing the car better.
If I gave him a better car he doesn’t have to optimize, he can simply brute force a better time from his previous car.
Yep people will miss even with the larger hit boxes.
Game still moves rather fast, and the likes of blink and other tools make it very easy to dodge such.
But like I said before that goes both ways to. Your going to have to min max your ability to do as much damage as you can and receive as a little as possible.
That doesn’t change much. especially with slightly large health pulls.
it’s actually a tad easier to take a hit and cycle around to a knew position with heals and try again.
Possibly catching them off guard, and getting a clean shot right off the back.
I don’t think it matters. If you adjust the model hitboxes in with exactly how much you adjust the projectile hitboxes out, you will be relatively the same, and the net effect will be indistinguishable.
The only thing that will matter, is that bigger projectiles will more easily hit walls to block their further movement, while bigger models will stick out while trying to cover behind walls.
Yes it is if like a pharah that went from 50% acc, on a 200 hp hero.
To a 60% acc on a three tap.
And simulates how often that leads to a kill.
You will fine that the top Pharah will be getting more reliable kills then the one below.
Healing also complicates this further. As it will add an extra shot to each to confirm a kill. The dps passive doesn’t actually change this either with Pharah.
Be it will lead to two tap 200 HP Pharah getting more kills on average over their three tap 250hp counter part.
(Yes it’s abit different for every hero but the results are mostly the same across the board)
Their is also a hard limit on how good a person can get. Their is a point where you just can’t get better.
If a Phara pre-patch had 50% acc because that was just how good they were, and now they’re 60% acc. Where’s the skill ceiling? You just gave the player a 10% acc bonus.
That’s lowering the skill ceiling.
Now remove the larger projectile change.
The same phara is still 50% acc, but maybe there’s a better phara that has 60% accuracy.
Does that not increase the skill ceiling? Reward the player with better accuracy?
If you need to provide everyone a 10% acc bonus just to make your changes work, that in no way benefits the skill ceiling. Because arguably the folks that are better suited to land these shots will excel, and those who aren’t will fall.
Simplifying an engagement doesn’t make it better. It’s blurs the lines between skilled players and non-skilled players.