ty for the back up boyz
rats together stronk
What…
“What’s that? Buff spam again?” - Blizzard
I’d argue that it’s not even that oppressive at high elo, because shutting Tracer down will always be as simple as healing her target. Tracer will never be able to kill through healing.
Oh
Tracer’s aren’t bad at all but they’re not these godly perks people are making them out to be. Bigger Pulse does nothing. Blink pack is stronger than either major perk. Blinks after Recall is just a crutch for bad Tracers and actually isn’t particularly good for the reason you said. Overhealth after Recall is good but all it does is win you fights you pretty much already won anyways.
The only playmaking perk Tracer has is Blink packs, and that’s only because it lets you steal packs at full HP. Which is niche.
Love people mentioning skill meanwhile Tracer is just blink and spamming clips at a target having two jailbreaks overall. So much skill here
well off top the devs arnt exactly open to suggestions but also i dont tend to trust people who main or one trick to come up with “fair ways” to balance or rework their hero
they might come up with a good idea that doesnt break the hero, but there is a big difference between playing a hero and understanding how to balance or redesign a hero.
its ok if you want to believe that but it comes down to one simple question; if you swapped to tracer would you climb?
and often times the answer to this question is no.
when ppl say things like this, its generally because they have never actually picked up the hero.
when i speak on a hero its after ive played them for an extended period of time, in comp no less.
if your using the projectile at the range its designed for then you will do as much dmg as the hitscan
the benefit to hitscan is it has almost infinite range, excluding dmg drop off.
the slower the projectile the closer you have to be, junkrats is one of the slowest and thus hes functionally a close range hero
when ppl say things like “WELL WELL PROJECTILES ARE LESS CONSISTENT” they are forgetting that since the dawn of overwatch 1 all projectiles have been made to be massive to compensate for that.
even after the buff to hitscan bullets, the size of a projectile vs a hitscan is still night n day.
do hitscans have an advantage at getting SOME dmg off? sure but all projectile dps have insane burst potential which more then makes up for them missing a few shots
if a hitscan isnt hitting near 100% of their shots on a target it’ll feel like they do no dmg, a projectile dps can miss 5 in a row then hit 2 and kill most people.
or they like clickin buttons and makin pew pew happen
to say hitscan is “low risk” when they are often times the easiest dps to dive and kill is silly. a hitscan without a pocket is very easy to kill unless they pop off
what hitscan has is limitless skill expression so if your really good at the game, your going to play the hero that has limitless skill expression instead of the hero that has to be bottlenecked.
the majority of the ppl playing the “weird” heroes are always angry at hitscan players because they didnt choose the worst possible hero in the game and decide to hyper focus thousands of hours on it instead of picking literally anything else.
i swapped to projectile only a year ago and maintained my rank with minimal effort, the heroes are a joke to play and require significantly less mechanical skill to play at the same level as the hitscans.
the only ppl who think projectile dps are harder then hitscan, are the ppl who are coping hard about it to justify them only wanting to play the “weird” heroes.
Goes for any hero in the game. Not spamming chokes every time on Junkrat ain’t getting you GM. Have to put effort getting there