They buffed him because of the same reason they buff any other hero.
When a hero under performs they give it a buff to make it better.
I played the previous versions of mccree and I’m well aware of his old balance.
But it’s not like I’m going full revert.
Before reload was 1.5, now its 1.2. I’m trying to find the perfect number where he doesn’t spend too much time reloading but also can’t shoot too often.
So I’m not going with 1.5 back but trying 1.4 is fair.
If it’s too much we can try 1.3 but the important point is that a small nerf to reload will not return him back to where he was considering it’s not a full revert.
As for his hp.
Mccree doesn’t have to fight stuff or ranges similar dps with similar hp such as Junkrat or Hanzo don’t have to.
The system is pretty simple.
- If you fight up close without enough mobility you deserve 250 hp in order to do your job without instantly dying.
- If you fight with enough range to use protections you deserve 200 hp.
Some exceptions are Tracer who is so small and so mobile she needed 150 in order to make her a glass cannon.
Bastion who is too big and stationary to survive with 250 hp.
And Torbjorn who’s more head than body.
Mccree’s problems comes from the fact he’s both a hit scan who’s about focusing targets at mid range but also an anti diver which means in theory he needs more hp in order to survive a dive. Which forces him to choose between 200 hp but weaker to dive or 250hp but becoming op unless his medium range damage is nerfed.
That’s why they went with 225 hp which again, I think is a bad decision.
A much better path can be just putting more focus on his kit with 200 hp in order to make sure he can fill both roles without being too good in any of them.
Strong combo with defensive roll but also a decent damage from medium range.
Sure.
Brigitte
For Brig, the survive ability problem comes from from her having a lot of heal with high defenses which means she can survive for longer providing more heal.
The more you can survive the higher value she will get which is why she’s good in high ranks but terrible in lower ranks.
225 hp just ignores the problem and would make her much stronger on higher ranks without fixing her for lower ranks…
A much better solution would be shifting her more towards armor.
So for her hp specifically trying 100 hp-100 armor. Against dive she would be very strong but against heroes that should counter her like Mccree or Pharah she would be vurnable. Giving her a more specific place to be good at but making her very good at that (just like you wouldn’t take Lucio with a Bastion comp you wouldn’t take Brigitte in a comp that can’t provide her the cover).
So if you shift more power into her armor while reducing her healing (self heal can stay as this one is less value for the team and more defense for her but team’s heal should be lower) you overall just make her more balanced for all sides.
Smmetra
Symmetra’s problem comes from her being a slow front liner without a real defensive ability. If you look at similar heroes to her that fight up close. They all have some sort of survive ability tool. Some have more hp, some have defensive ability and some got mobility.
Symmetra instead gets a teleport that doesn’t even fit the rest of her kit really well if you ask me… 225 supposed to give her the survive ability she needs but it doesn’t really solve her problem- just reduce it.
A better solution would be replacing teleport. Her kit since the start was already based a lot on turrets and charged beam. Stuff that counter brawl really well and some divers but weak to other divers and poke.
Instead of tp you can give her a new ability just like Torb got overload, Reaper got wrath form and Mei got cryo freeze.
Since she already has a lot of damage potential and a charged kit. All she needs to have is something that would take advantage over brawl.
It can be slowness, it can be blocking damage from one angle, it can even be in theory a charging overload that gives her more hp over time for limited time. I’m just giving ideas. But overall while extra is help its not a solution.
Mccree
The easiest one of them all. Just for comparison lets look at Junkrat. Same range, around the same body (Mccree having slightly bigger hit box but Junkrat having slightly bigger head).
Both use cc to secure kills and got fairly bursty damage although Junkrat has more burst in his primary fire while Mccree got higher damage potential in his secondary.
Both heroes have hit boxes and synergies that just scream “use me with a tank”.
So why is Junkrat balanced with 200 hp and McCree not?
Mccree’s problem mostly comes from the fact some players except him to be similar to Soldier:76 or Widow in term of medium-long range hit scan while others except him to be more like Torb or Junkrat in term of medium range anti dive/aggression.
So with 200 hp he can’t stand against dive for too long and with 250 hp he’s too good for range.
Instead of going with the middle I think they just need to pick a more clear direction- according to his kit the direction should be putting pressure from medium range until the aggression comes and then use his combo to completely stop it quickly.
So his damage shouldn’t be too good from range but it should do some damage, so less reload fits that well. As for up close, his stun combo already does its job well… Idk why he should get more hp…
With all seriousness, I played Mccree before and after the buffs. Mccree’s main problems were his slow fire rate.
Never experimented any problems with survive ability unless I tried challanging my counters from range.