I think it’s more than clear that Cree needs some adjustments thinking about the experimental coming out in approximately 2 weeks, I want to give some examples.
Here my suggestions:
McCree:
Base Healthpool reduced to 200 (was 225)
Peacekeeper:
Fan the Hammer damage reduced to 40 (was 50)
From dealing 325 damage in 0.78 seconds this goes down to 265 with Flashbang.
Flashbang
Duration reduced to 0.7 seconds (revert)
What this does is punishing Cree being slow and giving players more chance to counteract on that.
I would like to see one change happening at least out of the three. But I personally think they should go step by step with these changes if It’s not enough.
Like take down his FTH damage and then see from there how he performs.
Just so I understand, you’re proposing all of these at the same time? i.e. health reduction, FTH damage nerf, and flashbang nerf? Why are you even nerfing FTH? It’s like the least impactful part of his kit and certainly not the part that makes him any good.
No, he’s proposing the health drop plus either one or the other. And fth is actually stronger than people give it credit for. Not for its kill power, but for its shield and tank busting.
I’d just like a slight flashbang duration nerf. Like from 0.85 down to 0.75.
But
Decrease the recovery time from 0.35 to 0.25.
Or you can make it 0.8 and 0.3, just nerf the duration and buff the recovery time the same amount.
Just makes it harder to use without making it almost useless.
OR nerf FTH.
Both of these are directed at allowing him to keep his job of being an anti flanker, just makes him slightly harder to use.
(one or the other).
I wouldn’t go too far with the changes as you suggested but if it comes to that, then sure. And maybe buff him somewhere else if he becomes too weak or people start crying.
Not being able to do McCree’s real job isn’t what he needs. By design he’s an anti-flanker, and his flash buff was a revert from the past, when he had fast fire rate on primary fire.
I’d nerf fan the hammer recovery from .18 per bullet to .20 per bullet, reload time from 1.2 to 1.5 and hp to 200 again, so that he still does his job.
the hp nerfs are good but whats the point of nerfing fan ik its super annoying to get killed by it but there is better option like double headshot i dont think its a good idea to nerf the weaker option
Using “you have a private profile” as an argument is about as strong of an argument as me looking at your profile and saying “lolol makes sense now, you’re doomfist main” to try and indicate that your argument is invalid due to bias.
He’s already losing more than he wins, despite a strong pick-rate. He is objectively, statistically underperforming at all ranks other than possibly bronze and silver. The best players in the game are consistently losing SR with him.
Overbuff shows a high but not must-pick pickrate, and an “everyone is losing SR with him” win-rate. Overbuff contradicts your statement, HARD.
Hes picked about every other game by one side at most ranks, and has a 50% or lower win rate where about 95% of the playerbase exists on ladder. The single exception is GM, where he hovers around a 52% win rate give or take 1%.
But tell us more about the “Facts” and how overbuff “supports” your opinion.
I think the only thing thats clear is you play a hero who gets killed by mccree a lot, and it ruffles your jimmies.