Hanzo' arrow hitbox is wild

Just found a thread “No, Hanzo’s arrows don’t have a cylindrical hitbox the entire length of the arrow.” by u/SammyIsSeiso
The footage shows clearly the hitbox of the arrow is at the end of it, which might explain why sometimes you think you did a perfect doge but still managed to get hit next to your ear beside network factors, etc.
Anyone maybe a dev cares to guess or explain why? I’m really curious.

reddit: Reddit - Dive into anything

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Keep in mind that Hanzos arrows travel at 110 m/s, and given that his arrow is about 1m~ long, the difference is in milliseconds.

Now as to why, the answer is likely the sonic arrow. I can’t prove this but I’m pretty sure his arrow’s hitbox used to be on the tip, and that caused it to kill people way more often when fired into barriers, ice block, or bubbles when they expire. It still does this, but since the hitbox is on the back it’s much much rarer. I don’t know why they wouldn’t just remove its damaging capabilities after impact, but it’s the most likely explanation.

Bit weird but is it because the arrow is “launched” from the back of the bow?

This could explain some janky headshots where someone walks into the arrow rather than ahead of the tip.

Still doesn’t explain some of those instances where the arrow seems to be magnetic and just teleport into someone’s skull from a right-angle…

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It’s well known fact that hanzo arrow hitbox is a small sphere at the end of arrow.

Despite people saying it’s a oak tree :christmas_tree:

https://twitter.com/Jeffkaplantigol/status/1641371631510761472

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If I’m not mistaken that still makes this the largest spammable projectile in the game capable of one one shooting 200hp heroes?

The one shot needs to go.

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See nowadays I don’t argue with sniper haters, i just :point_right::crazy_face::joy::wave:

You will get hanzo mains here to refute this gesture but the hitbox of hanzos arrows is as large as a stadium, the projectile is small but after doing my own tests and seeing other youtube videos I am pretty much convinced its a blizzard bug cover up. Hanzo mains will obviously defend this as this bug provides lots of carry potentional.

One day they will fix it, one day, its only been 4 years since Hanzo was really touched in terms of balance.

:shushing_face: stop leaking my secrets I got to practice throwing stadiums that’s why hanzo mains are all :muscle:

It’s pretty much why there are hanzos in every game, both teams. GG EZ

Ya got to get our throws in and stay in shape.

There are three issues here one is the commonly known lag issue.

Second when hanzo uses sonic arrow the visual effect of sonic is that of low charge shot even though arrow is shot full charge due to this it may appear as though arrow teleported.

Third replay viewer has been buggy in slow mo for projectiles which shows bending in slo mo but good in normal speed.

It maybe one or a combination of the above

Cig smoking devs who just can’t get this right is the excuse I am going with, could be intentional, maybe the devs play hanzo. Would make perfect sense why he’s never been fixed.

Dev’s don’t look like they are throwing stadiums regularly bud so I’m going with a no.
Gotta be :muscle:

you obviously smoke cigs too or never worked with someone who smoked cigs, they only care about supporting their filthy habit and every 5 minutes they are taking a break, thus the devs who are doing this cannot write decent code if they are going outside to support their habit every 5 minutes.

We can at least agree Hanzo is the most broken asf hero on the roster.

Mobility * check
Damage * Check
Cheat ability (Sonic arrow) * Check (why the hell is this even a thing)

Do the math.

I already answered :stuck_out_tongue_closed_eyes: ok let me go get my puffs [obviously tea puffs what were you thinking :face_with_hand_over_mouth:]

Well I don’t even play this pos game anymore so, there’s that fact.

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Sure - ignore points that don’t support your narrative - I guess?

Sniper and spam don’t go together my friend. If he’s a sniper, he needs to be more diveable.

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It’s likely at the back now due to client-server discrepancies. Because the difference is milliseconds, that translates to potentially a meter difference or more. The server will assume it’s still going until it gets new data from the client - and that goes for the one being hit too, you will see on your screen you moving back behind cover and the server assumes you’re moving outwards because that was the last recorded input, but if the server doesn’t receive the information between then and the arrow, you can get hit by arrows that otherwise would not even hit you in a 0 latency environment.

It’s not perfect and this can be pretty wonky occasionally because hit reg issues still exist but yeah.

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this game not a shooter stop blame hiboxes and other competetive game futures, 10people watching owl stream cause they wanna take some skins for mercy and they wanna play fun oneshot random characters cmon dude

Wall climb and a short lunge on cooldown. Not really all that strong, especially when he loses movement speed every time he uses his primary fire.

High damage per shot, yes, but slow ROF and small projectile.

Sonic arrow, AOE wall hack, long cooldown and easily noticeable.

Let’s say though that they do remove his “logs”, which are actually no bigger than Genji’s shuriken. Chances are that they would increase the speed by about as much as the size is reduced. That would border on hit scan.

If they remove the OHK, either through a crit nerf or a flat damage nerf, there’d be no incentive for head shots (if it’s a crit nerf), and no OHK means there’d be no good reason to not revert the 33% size nerf he got in OW1. If it’s a crit nerf and it affects Storm Arrow, which requires 40% crit or 80% body accuracy by itself to kill 200-250 hp, it’s getting a buff to compensate since it would require 3 crits otherwise for optimal damage. All this on a character the vast majority of players struggle to even hit 30% of their shots with, especially on controller where AA can throw off your aim ever so slightly. On average, less than half of the shots that do hit are crits.

Then there’s the fact they have a habit of buffing/ nerfing characters because of their effectiveness against 1-2 characters. If he is to remain a sniper, he needs to at least be able to OHK Widow, so it would only make sense if they buffed his arrow speed as well to help him more reliably compete against her at longer ranges.

Tldr: no OHK = bigger arrows, a faster ROF that could make Storm irrelevant, and depending on how he loses it, could result in faster arrows as well as deadlier Storm Arrows. Loss of sniper potential would likely result Sonic being replaced with an offensive ability as well as a buff to his limited mobility.

Smaller arrows = faster arrows.

Would you rather have a potential OHK 10-15% of the time every 1 second not including travel time and otherwise die to 2-3/10 arrows to the body, or would you rather have arrows bigger than Mei’s ice spike that would likely be traveling faster, shoot faster, and kill in 2-3 body shots anyway on top of having deadlier offensive abilities?

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Hit box problem not arro problem the airrow hitbox is .1