Hp and projectile size changes failed

The only sniper that can one shot got bigger bullets like the rest. Tracer gets to have health regen on top of her 175hp and bigger bullets. There isn’t a surprise element for getting picks anymore because 250+ hp allows u to easily take cover when getting shot instead of dying. Tanks rarely get punished for feeding.
These season 9 changes need to be reverted now while you figure out how u gonna try 6v6…

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Since when were tanks not punished for feeding?

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On top of what you said already: Wasn’t the main point of the HP and projectile changes that burst isn’t as OP compared to sustain? But even that it didn’t do. Cree is still the #1 hitscan exactly because he can burst, same reason for Sojourn before her burst got made useless. The only burst characters that are worse are ones that actively got nerfed, like Junk not having his combo and Hanzo not being able to one-shot.

Like what did these changes actually accomplish? Sure, Cree can’t headshot + bodyshot anymore, but with hitboxes being so huge now he can just double headshot :woman_shrugging:

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and they’ve already buffed damage and healing to be the relative same as before the patch, and ignore the tremendous gap between good and bad characters, and are WAY too slow with balance for how massive the patch was. 2 seasons later and nothing has changed still. the stubbornness is infuriating

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Exactly what you said.

They hard nerfed already underperforming heroes while buffing the strongest through bigger hitboxes and either negligible ttk changes or none at all.

Nothing else changed. It simply buffed ranged hitscans and Tracer.

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The goals were (as stated in the blog post from back then):

  • Deliver a more consistent feel to firing and landing your shots on your opponents.
  • Lessen the impacts of burst damage to allow for greater counterplay.
  • Adjust where in-game healing and damage are effective to reduce stagnant team fights.

Personally I think they did accomplish the first ….

The second you alluded to a bit with the ability to avoid and decreased potential to one I shot

The third is meh for me…like yeah you got the tank debuff thing…but im not necessarily a fan

But in general, I think they did do what they said they were trying to do….how good that is for the game is a different story

And I want to stress the in general part because there will always be exceptions….like someone mentioned cass but how much of that has to do with him being too strong vs him being best option against other things (like say pharah?)

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Season 9 hp, hitbox changes ruined the game. Mobility heroes are all broken now.

ruined Hanzo losing his one shot
ruined Ashe losing her one shot on Tracer
ruined Soldier losing his burst damage

Made supports boring to play
Illari losing her 2tap
Kiriko losing her 2tap
Ana losing her 3 tap body

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As a console player with a mediocre ISP, I maintain the projectile size changes were a wise direction to help with gameplay feel. I imagine a large percentage of players operate under similar sub-optimal conditions, so more consistency is definitely appreciated.

That said, I don’t generally like the HP changes and how they affect breakpoints…it might have been healthier to take a more conservative size change and do without the HP adjustments, but I doubt they’ll try that at this point.

It’s also probably worth reminding people that, besides how meta (or perceived meta) affects pick rates, hero strength and actual win rates don’t always match paper or community perception.

Bottom line for me is I think they really should be iterating a little faster on things, but I don’t think the S9 changes were so disastrous as to destroy the game. As much as I disliked the HP changes, they don’t hurt the feel enough to make me quit, at any rate. And I was seriously considering it at the time because things were getting stale and gameplay rewards/progression are quite poor.

No hitbox was pretty bad, I can even feel it on widow , I hit some unholy shots.

It’s way worse on other hitscans.

The hp changes were made to compensate for ease aim.

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I really don’t care; this was a thing that could, and did, happen sometimes even before S9 due to how weird hitboxes can be and the general nature of client/server/connection quality behavior.

I’m well aware of why they made the HP changes, and according to Blizzard, the bulk data says they mostly achieved the goal of compensating for the accuracy gains.

Not every hero really benefited though, and the breakpoint changes can be felt rather painfully on some characters.

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not at all the game was one of the hardest games to aim with certain heroes now its a joke.

this game went from being recommended in kovaaks community to train aim to being a laughing stock in terms of aim.

i know it happened before too but its nothing compared to what its now.

While it’s obviously easier now, especially under ideal conditions, the degree to which aiming was trivialized is overstated, and you’re not going to change my mind on that point.

The changes were made with suboptimal conditions in mind.

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Yes and no, the size increase were different depending on the damage type and speed. and inherently favored slow projectiles, while hit scan shots got the smallest increase.

So they are larger but it’s not as significant change as say what torb’s shot gun or primary fire ended up getting.

The HP regen doesn’t kick in during combat, and something that is mostly ignored by flankers as it’s still quicker to go out and get a health pack then wait for the self restore them back to full or even kick in a lot of cases.

Also like she got 25 hp, when everyone else got 50~75 to like 100+.

Like by the five seconds it takes for the regen just to start, the tracer is already at a health pack or dead because her target turns the corner and nails her low health self while running away.

That and alot of tools that are rather effective against tracer like torbs turret, ana’s nade got damage increases that are greater in value then health she gets.

That was the point congrats you read the dev log.

Their is still a lot of tools that can in fact trap, stun, or pull thanks further into the enemy team.

They can get real faster, and real hard. Without their own team pumping in resources into keeping them alive.

In practice, hitscans generally benefit way more from the hitbox change.

Even just considering absolute value, many hitscans get more radius increase (0.08m) than faster projectiles (0.075m). Not to mention hitscans hitbox get way more increase proportional wise.

Funny enough that you mentioned about torb, he actually got less hitbox increase than those 0.08m hitscans. His primary got 0.075m increase and his secondary got 0.05m increase.

not really no, they went from shooting pencils to soda cans, which like percentile size is huge.

But like that is for a single frame, and for as much as models can move certain parts of their hit boxes in a frame or so for attack and walking animations. This isn’t hugely different than what they were already capable of doing.

Where as on a projectile that persists and moves for multiple frames, this has huge ramifications. as it’s quite common for little movements in positioning or animations to actively push you into such.

Like projectiles boxes had to be nerfed in a lot of cases for being way to consistent.

Mei and hanzo being a recent examples, as like head shots were a joke even at longer ranges. Even after the nerf my crit rate on mei is like 20%+ at times.

(on a side note: Widow’s ability to peek corners got nerfed with the size increase, it’s so funny watching door frames eat bullets in high level games.)

You’re totally ignoring the huge adavantage of instant hit detection of hitscans. The hitbox increase on hitscans significantly increase the merge for error. While projectiles still require prediction which is not benefited from the hitbox as much. Not to mention, projectile heroes generally hurt more from the break point change.

If hitscans are less benefited, pleased explain why the whole game has been full of cassidys since season 9?

Yada yada that’s what it does, their is also issues with that method. Keep in mind instant damage on press of the button doesn’t take into account the fact people have delayed reactions.

It being wider does help, but it’s honestly not changing many misses from hits. Because things move way to much for the size increase to matter in a lot of scenarios. As the hitscan only existing for 1 frame with no exceptions, so a miss is a miss.

Their a reason why the “PROJECTILES” were getting nerf, and not the hitscan. At least outside of spread weapon hitscan as that’s another issue entirely.

As like hanzo was and mei were are significantly more accurate then what the boost hitscans got. Because the fact the box travels over time, and the fact heroes wiggle around. means a lot of those were hitting a lot more frequently because people would walk or animate into stance where they would hit.