Reasonable Hanzo Nerf?

Well, like I said 3 StormArrows that can’t headshot, is dead simple to code.

And would lower his burst damage against barriers from 475 down to 335.

And make it so he doesn’t have the threat of 950 damage against Winston/Dva with their massive head hitboxes.

Or just 950 damage on anything, with a Baptiste Ult available.

But Blizzard might say it take too much away from his anti-tank abilities. See the problem. We can come up with as many solutions as we like, but Blizzard may shoot them all down due to stubbornness.

Reduce sonic arrow damage to 5.

He’s got a Lunge on a really short cooldown. He doesn’t need to melt tanks, if he can run away from tanks.

You view Blizzard too highly. From my experience, they have no logic, only their own arrogance.

Well, I really like the changes they do when it’s nearly identical to what I asked for :slight_smile:

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✅ [2-2-2] Putting RoleQ into Quickplay

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The dev has already created a piercing arrow that ignores shields in their internal testing ground. It did not pass for approval because they found the ability to be unfun on the receiving end when an enemy behind a shield dies from the arrow. For high tier player, this will actually happen a lot, and a pick at the start of the fight is almost a win with man advantage.

what “outliers” I haven’t done anything to include outliers

December 25th had a really low pickrate for Hanzo.

Any idea what happens on December 25th?

he also had a low pickrate on:

December 9th thru 14th, December 9th and 10th lower than on the 25th mind you, and pickrates at or lower than Christmas on the 16th and 17th.

so are those outliers too?

or is there POSSIBLY a pattern you are intentionally ignoring.

Why would numbers before the patch be relevant to his pickrate in the current patch?

they aren’t before the the current patch. the ONLY day outside of the current patch brought up is the 9th. every other day has been within the new patch.

you lie again.

The alpha footage of Hanzo using Scatter showed it being used in hallways and striking the ground to split outward and upward.

The devs simply didn’t go for the feet of the target and never figured on players doing that.

But players always seeking maximum advantage started doing just that and Scatter become the tank killer or one shot delete button.

Back then, his arrows were slower, and head shots were actually a bit more difficult to land with him. But foot shots were actually easier thanks to having the perpendicular surface and large body hit box off of it.

Hanzo’s surge in pick rate is only partially due to his power creep, it’s also because the current design balance favors his kit.

When the damage roster was made, and many of the damage power creep buffs added, the balance was around the higher health of barriers and slower pace of the game.

Now with barrier health reduced and the pacing has increased, things like his Storm Arrows and his Lunge are out of balance.

Also, all one shots, 2 shot combos, and high burst damage are the go to for damage over any sustained damage heroes.

Hanzo has high burst which lends to shield busting and tank busting, but also one shots, and mobility.

His storm arrow needs adjusting, his lunge needs adjusting, and rebalancing around his one shot capability.

Storm Arrow’s closest equivalent is Fan the Hammer. SA has a longer cool down, but can crit and can be aimed better. It leads to his high burst which can tank and shield bust.

Lowering SA to 65 damage with 5 arrows, with out crits enabled will result in 325 damage.

Lower Lunge cool down to 8 seconds.

Storm bow base damage lowered to 110 damage.

Lower Storm Bow critical damage is now charged up to 2 seconds gaining x.05 crit damage per.1s of charge. This gives him full x2 crit damage at 2 full seconds of charge (starts at x1 crit and adds .05 crit per .1s if charge).

Keep his health at 200.

Now, add an effect to Sonic Arrow:

Enemies in the Sonic Arrow that pass through the Sonic Arrow area of effect are tagged for 2 seconds after exiting. Any enemy in or tagged are vulnerable to taking an additional 15% damage.

Storm Bow will do 126.5 damage with a sonic Arrow marked targets.

Storm Arrows will do 74.5 damage (75).

And this won’t work on barriers.

Why does everyone blame lunge, it’s a pretty lame ability to be on a cooldown of anything longer than 5 seconds, I personally think his issue is how easy he can get ult charge just from firing regular arrows. Maybe just nerf the regular arrow damage a tiny bit and nerf his ult speed and boom he’s fine

He doesn’t even need lunge.

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Yes they did. On the PC version, there was a tooltip hint for using Scatter Arrow telling you to aim for the feet to maximize the damage output, lol.

Give him shaky aim after a short time. His war bow is presumably pretty powerful and it’s absurd that he can hold it at full draw indefinitely without getting shaky hands (he does in 3rd person though?).