Hitscans are fundamentally overpowered in OW

There’s no way to overstate this, hitscan characters in Overwatch are too accessible and too powerful in the game, as it stands currently. I’m a masters (3500-3700) hitscan player, mostly Widow, Cree, and Soldier. I am in the top 1% of Kovaak’s players in the world, and have very little gamesense, or game knowledge and yet I’m in the top 2% of the playerbase of the game.

This game is meant to be a combination of MOBA elements, FPS mechanics, and team based strategy. Hitscans are singlehandedly capable of ignoring both MOBA elements, and team based strategy by simply hitting shots. Ordinarily this would be fine, given that with minimal team play, or gamesense you SHOULDN’T be able to succeed in this game. Unfortunately this is not the case.

When I first played Paladins, the first thing I noticed about high level play was the sheer amount of snipers being picked in practically every game. (I was also very high rated in Paladins for the exact same reasons as OW) The game, and its speed --or lack thereof-- meant that connecting crits was exceptionally easy for a player who had any level of mechanical prowess. This is an easy pitfall to land in, Paladins and its dev team had intentionally slowed the game down to give incentive to team play and thoughtful decision-making. They solved the problem by essentially nerfing the powerlevel of snipers and slowly increasing the speed of the game.

I haven’t played Paladins in many months, and have since dedicated a number of hours to OW instead. I had only played this game on Xbox since release and was a little underwhelmed at first. Upon picking it up on PC and putting some time into it, I was pleasantly surprised by the gameplay. It was much faster than Paladins, more mechanically intensive, and seemed to have a lot more of an active community. (that last bit was what really killed Paladins for me, I couldn’t be bothered to sit in a 40 minute queue for a 15 minute game)

However upon dedicating many hours to competitive I realized why I was having so much fun playing the game. I was simply playing a deathmatch game with practically no teamplay and exceptionally little MOBA mechanics. After playing Quake for many years, I’d like to say that my awareness and aim are my two strongest attriutes, and I was able to easily adjust to the slower engine of OW. Given that those were my two strongest suites, I was immediately drawn to Widow, Soldier, and Cree. By effectively three-tricking those hero’s, I had placed 3300 and was climbing with relative ease.

By the time I had hit 3900 I realized just how little I knew about the game, my teammates were discussing which hero picks were most viable, which positions to hold, etc… Me, however, I would just camp highground and click heads. I didn’t care if we had double off heal, dive, two hitscans, I just ignored my team and shot the enemies.

Over the past year or so I’ve put hundreds of hours in the game, and as much as I enjoy my playstyle and the spoils of it, I cannot deny that what I do is not in the spirit of the game. I should NOT be able to carry games by simply clicking heads, I should NOT be able to camp highgrounds and ignore my team, and i should NOT be able to carry games with my current playstyle.

CSGO, R6, and Valorant are games I’ve invested many hours in. Those games are fundamentally different from OW in one very specific way. They maintain their emphasis on aim WITHOUT over-rewarding braindead play. I peaked global in CS after many YEARS of studying the game, learning nades and trying my best to understand the game at a high level. The same can be said about R6 and Valorant, in both there’s a substantial emphasis on mechanical skill, but no player can simply carry games without a fundamental understanding of how the games MEANT to be played.

All this to say one thing. Hitscans are capable of over-riding the nature of Overwatch uninhibited. I’ve only dropped to 3500 one time in my career playing this game, and it was during the fabled “double shield” meta for obvious reasons. Other than that, I’ve only gained SR by being more mechanically talented than my opponents, and that’s not ok.

To nerf hitscans, there’s many options but none of them are reasonable. The first is to make them less accessible; increasing the speed of the game, giving them less reward for their relatively low risk, or to give them MORE incentive to play around their teammates and use their abilities in tandem with their colleagues. The other option is to give hitscans more competition; allowing projectiles to be used more consistently RATHER than where they are currently --which is just spam more than skill–, or to simply nerf the raw dps of hitscan characters in favor of a more utility based kit. Unfortunately those options are all flawed in some way that would undermine the goals set out by blizzard, and none of them are really an option. I cannot think of a single solution that would A) make hitscans less powerful, and B) not make hitscans unplayable. Blizzard is treading toward a Paladins-esque future, where the community is more consistent at hitting skillshots than the game was designed for.

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Yup. Between hitscans, low barrier, and rampant smurfing, this game is no longer playable.

Just wait until the dps apologists come out and reply to this thread.

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They’ve nerfed hitscans across the board, they’re only oppressive with a Mercy pocket. Their ults are underwhelming besides Bob. This post seems like a lie ngl CSGO quake lover who thinks aim shouldn’t be awarded.

Your account is a one trick Tracer?

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Umm… Can I get a tldr… please. ;-;

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Playing hitscan with good aim allows you to ignore teamplay and MOBA aspects and thrive so they need change.

Thing is due to our pro scene which is mostly FPS people we will strife fruther from Moba elements. Geoff admited that they plan to experiment to make tank roles more DPSy. And in community there is this sentiment of “skillz” play should be rewarded and “OW is FPS first”.

Honestly i will wait for OW 2 and play only PvE

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Never thought of it that way to be honest. But you’re not wrong. They same people that want OW to work as a standard fps are the ones that complained about barriers and not being able to hit their targets (I’d have to assume). I feel like better changes could’ve been made to the game then making barriers literal paper, but I guess they did that to suck up to the fps’ers. Then again… the complaints really kicked up after Orisa/Sigma. So the fault goes all around.

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Nope. Badly desinged heroes with overblown kits are to blame. Dont get me wrong I love playing Sigma for how versitile he is. But to be honest he would benefit more in long run to not have so many things at his disposal.

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For sure, I’m just talking about how the game has become more hitscan focused then ever before though. Barrier tanks got gutted so hitscan players could well… hit things. I agree, Sigma’s got a lot going on in his kit. But I think the two new barriers in the game are what requited the global barrier nerf.

well with the latest experimental they seem to be looking into this in terms of removing ashe/mercy 1hk potential, they also added a falloff to widows damage at long range to encourage them to be closer to the fight. in my opinion I think maybe they could reduce the widow damage again and make her a <45m range hero however that removes satisfaction from landing headshots but would probably provide mercy a new target to buff for the instakills. mcree probably needs a minor nerf like shot time. soldier is pretty broken for anyone who can aim now he has no recoil but does seem in an ok place altogether. all in all most hitscan are in an ok place with only mechanical skill a factor in matchups once ashe is nerfed. my main nemesis is hanzos ability to 1hk from any distance with a spam arrow on a 200hp target. if ashe is nerfed given her long reload time then they should probably look at reducing that boys headshot damage to 180. enough to counter a widow but not enough to fire randomly through a choke and kill a 100% hp enemy. they are buffing his firerate with storm arrow so it makes sense to either buff his HP to the same as mcree and nerf headshots, or reduce the storm arrow cooldown to enable that nerf.

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I mean, compared to “when”?

Since I played the game since the beginning, McCree looks busted as hell to me. And Widow and Ashe are still stronger. Maybe Ashe will be more in-line with McCree post nerf.

And thats not even considering how massively the game has changed because of the barrier nerfs. The only hard counters to these classes, is no longer one.

So in reality overall, the power level of hitscan is still at some of the highest its ever been.

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McCree got his fire rate nerfed
Widow got her hp, charge rate nerfed
Ashe got her ammo, damage, dynamite nerfed.

I would tend to disagree, although I am just plat, but down here they seem fine if you counter them. they are all relatively counterable unless the player is godlike in their aim. none have decent enough escape skills (like an ashe can jump away and a widow can grapple, but they are on longer cooldowns than tank movements and many other dps movement abilities). once you dive a hitscan to death multiple times it normally messes with their aiming ability unless they have nerves of steel and they switch. or because you can get 2 for 1 since a mercy might be nearby, it wins a teamfight. the other factor is negation, if you impact the hitscans ability to do damage by making them move it then makes space for your team for a fight. the key mostly to dealing with histscan is to counter pick or to have someone mechanically better on your team. the other day I had a comp game where the enemy hitscan was a low level smurf and the enemy stomped us the first round, we managed to get to the end of the payload the second in far less time then the final round I decided to just mitigate the hitscans impact for their push the entire round as dva diving the widow and staying in the backline, the rest of the time carried the main teamfight whilst I repeatedly just forced the widow to move completely removing her impact on the game. we ended up winning despite being 3 minutes less on the clock overall after the first rounds. I agree hitscans are somewhat broken when it comes to people with mechanical skill vs those playing the game more like a moba, but there are ways inside the mechanics of the game to deal with them, also I feel like with the ashe nerf it might change things a bit more towards the side of the tactical element of the game. it isnt going to change the higher levels I dont think until a meta change though.

nice single post you’ve got there. a mccree headshot does a max of 140 while a junkrat can do 130 on and direct hit with no falloff damage. there is a far huger damage difference with minimums on directs too (35 vs again a no fall off 130 with a larger hitbox).


why shouldn’t a hitscan get rewarded for a much tighter shot? and again this is by litterally just 10points of damage.

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This is actually one of the points I made regarding the powerlevel of projectile dps simply not being able to compete. Junkrat, Pharah, Genji, Hanzo, and Sym rely on spam for the most part to get reliable damage. Sure, there’s many situations where they are able to get consistent damage, but those situations are few and far between. My post is less about hitscans being better than projectiles, and more about the ability of hitscans to get consistent and easy value. My first month playing the game, I had already become top 99th percentile in crit% and crits per 10 on Widow (according to overbuff). Why on Earth would I play any projectile hero in the game when I could easily get more value by playing a hitscan? It seems like hitscans actively deincentivise playing heros that may be better in a given situation provided you hit your shots.

Also, this is my Tracer only Alt acc. I personally hate playing against her but I have a terrible winrate on my main playing her so I decided to learn her in an environment where I wasn’t playing vs players who were more well versed in the matchup.

with the sheer amount of chokes overwatch map design gives i feel you are underselling the potential of damage projectile characters can dish out especially with things like splash lot of them have. hitscan is for the most part single target focused while a lot of projectiles come with added cleave and control


only thing I’d argue of why hitscans seem to have more of an edge is team sizes are smaller in this game as well as splash sizes for the crowd control compared to something like tf2…


again though. single target wise with my example its literally a 10damage point difference in favor of the hit scan in the best case scenario and massively in favor of the projectile user in choke point scenarios both in raw damage and forgiveness for shots in several spots.

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Sigh. Not all of us are on PC.
D.Va + Tracer + Lucio = Hitscan feeds allgame.

Actually, I disagree with you on every single point you made. They didn’t JUST nerf hitscans across the board, the nerfed every single shield in the game in the same patch, nerfed almost all the “anti-goats” buffs they’d given to hero’s like junkrat, and they effectively made hitscans MUCH more powerful than they’d ever been before. If you remember, there was a point in time immediately after the enormous shield nerf where the meta was almost exclusively Widow Ashe Mercy for a month. They nerfed Widows healthpool (The best number rework they’ve done to date imo) since then, and there’s Ashe damage value nerfs on the way, but that’s the only changes to hitscans thus far.

Secondarily, I never said aim SHOULDN’T be rewarded. Rather, that aim is over-stated in the current state of the game. In CS if you hard rush down any choke in the game and rely on pure mechanics then you won’t make it far. You need knowledge of angles, nades, positioning, and so many other things to win gunfights consistently. CS is definitely a more mechanically focused game, with heavy emphasis on perfection rather than consistency, but that doesn’t cannibalize it’s other gameplay mechanics. Overwatch is a much more complicated game, perhaps too complex for its own good, so allowing degenerate playstyles that simply ignore core gameplay design is just not conducive.

Quake however is a deathmatch game, it’s apples and oranges, it is fundamentally different to Overwatch. For example, there’s little point in mentioning League, DOTA, or HoTS because even though I’ve spent many hours in those games respectively, they have little in common with Overwatch and their balancing doesn’t need to account for mechanical discrepancies between elos as much. Similarly, Quake is a pure movement shooter, and despite both games being fps titles, there’s little overlap in cognitive gameplay. I didn’t play Overwatch or Paladins because I wanted a game just like Quake, I played these games because I wanted to play an FPS MOBA. As much as I do enjoy Overwatch, there’s no denying that mechanical skill is far more valuable than any other gameplay elements.

Also, this is my tracer otp account, I’m learning her on this account since my winrate tanks substantially when I try and play her at higher elos.

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im not gonna bother reading all of that but yes i agree and ive been saying it for a while now

hitscans are a problem
and everytime i say it i get doodoo’ed on because the players who are benefiting from it most are those who abuse–i mean play–hitscan heroes and they don’t want their play experience to be changed/ruined

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Because getting a direct hit with a junkrat grenade is a LOT more difficult than landing repeat direct hits with McCree.

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What an oversimplified premise to enable an overexaggeration that leads to a false statement.

First: No, this game is an FPS with abilities on the side. Sure the map objective is key and not just killing the enemy but MOBA elements are way way way way way less important than strategy, composition and FPS shooting mechanics.

Seconds: “Simply hitting shots” can be applied to literally anyone, even tanks. Also the enemy “hitting more shots” than you, basically works to win generally in every game ever.

Third: Hitscans are not gods that cant die or can blast people in 0.2 seconds. Try playing hitscans vs a full dive. Before you can try to run away, you have DM, beams and a Genji/tracer blasting you in the face when discorded.

Since the premise is false/wrong, everything else falls apart.