I’m just saying that abilities being better than each other out of context doesn’t necessarily mean that its imbalanced. Now that you’ve gone over your point in more detail, we can have a better discussion.
My problem with your idea is that it doesn’t do much for the heroes that Hanzo is a better version of (I count McCree, Soldier, and Junkrat) aside from making him as easier to dive. I like reverse fall off because it can give Hanzo an effective range that doesn’t intrude on McCree, Soldier, or Junkrat.
I would like reverse fall-off as well, I was just pointing to Hanzo’s lunge since it was brought up along the discussion.
And although the impact of his lunge being nerfed may not stop him outshining others- though the damage ramp-up will help with that- it would still help him become more vulnerable since gaining distance and rapidly ducking around corners would be less frequent.
My idea is to have these two nerfs work in tandem with one another so Hanzo can actually have a glaring, exploitable weakness to match is immense strength.
After the 2 ptr nerfs he will be balanced.
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True, but Hanzo might need the low cooldown to navigate the positioning he’ll need once reverse fall-off decides his range.
In a game with a million mobility moves, that’s a terrible idea.
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My mistake. He’s only your 2nd most played by 2 hours. What a fool I was.
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well, before it was faster and allowed contesting, so yeah, people have their reason for not liking it, especially since they claim infinite stealth isn’t worth the trade of and it won’t really help sombra.
But this isn’t a sombra thread.
Then don’t make this about Sombra? 
well, you started talking about sombra.
I used her in an example, I wish I had the power to change topic just by name dropping a hero. Junkrat junkrat junkrat.
Reverse falloff does not make sense for Hanzo because penetration power for a bow improves the closer you are to the target as there is less time for kinetic energy bleed off.
A better option would be to look at the direction storm arrows should go and then change it in that direction: Should it be a skill based ability for its damage output or should it be a consistent ability?
If skill based then they should look at lowering the max number of arrows to 3. That way a skilled Hanzo could get 360 damage out of it via headshots, but an average Hanzo landing bodyshots only gets 210 at max.
This would return (a bit) his weakness to dive tanks, as Hanzo would have to make every single shot count.
If it is to be a ability for consistency, then it should lose its ability to headshot. Now this still means it can do a ton of damage, but it cannot kill a tank by itself if the tank pops their defensive abilities. Hanzo players would just need to focus on landing each hit instead of trying to go for headshots.
well, sometimes for balancing stuff that doesn’t make sense should be implemented.
For example mccree has an optimal range of around 20m, while a real handgun would go much, much further.
Again, i took the idea from Paladins, where the archer there has this mechanic (and had a storm arrow like ability since the start).
Anyway i didn’t give numbers, as i’m not in the balancing team, so i’m just proposing ideas.
Anyway, i do think too that storm should have some arrows removed, but i’d also look at his ult and how fast it charges. It charges faster than pulse bomb sometims, i’ve had matches where there was a dragon every 20-30 seconds, it was ridiculous
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His ult charges faster because of his higher consistent damage thanks to the damage maximum storm arrows can achieve and faster arrow flight speed making them closer to hitscan. He needs 1500 charge for a dragonstrike. A Hanzo who makes great use of Storm Arrows and keeps landing headshots can get up to 840 of that charge off of a single ability use.
When before with scatter arrows it was very inconsistent (and little more then half of what Storm Arrows can achieve at max now if it had an optimal hit), and you had to rely on him landing normal arrows for the most part for the majority of his ult charge.
This is a terrible idea.
I agree Hanzo needs nerfs, but this would be an awful way to do it. He’d be completely helpless against all flankers and dive tanks.
He doesn’t have the ability to grapple away like Widow does, he needs SOME kind of power to still be a threat when jumped upon.
that’s why the falloff could be not that steep, like 20% max that fades away very soon. I haven’t put numbers for a reason
Still hoping devs will consider this great suggestion.
I play quite a lot of Hanzo, and have since the game came out. Always been a fan of the bow heroes in games, but before the rework he was just not viable. The idea of reverse fall off is interesting, it would however have to be done in such a way that doesn’t make it so that he is totally useless in CQC. While I think, and mostly play, Hanzo as a mid-range brawler and shield breaker, I do see him as very powerful in close quarters.
I would almost rather have a dead zone, similar to Hunters in WoW. Something like, within 5-10 meters, Hanzo’s arrows(any source) inflict 60% of their respective damage. In this way he could still outplay someone in CQC with a headshot, but an unskilled spam of storm arrow would be most likely to end in the attacker’s favor. This would also have the added benefit of removing, or at least reduce, tank shredding tactics.
I am however strongly opposed to taking away Storm Arrows ability to crit away. As it is a highly satisfying ability to use when you’re actually aiming and not just wildy shucking arrows in a direction.
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Would he still be able to kill a Bastion from three meters with storm arrows around a corner while they are being healed? 
If not, i welcome this change with open arms.
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Agreed it was totally unnecessary. They made the mistake of giving him too many buffs at once!
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