Reminder that hanzo is broken

Why should I, you’re just a disposable statistic to me?

Because then you’d actually show you do research that matters at hand, and not just show you assume you know more than the next person.

That is embarrassing for you, but take it as a lesson. You aren’t the smartest, or the best person in the world, and neither am I. Learn that.

This is probably the best researched post on Sniper design in the history of Overwatch.

https://reddit.com/r/Competitiveoverwatch/comments/12wi53y/hottake_snipers_are_strangling_playerbase_growth/

Meanwhile, you’ve shown literally zero evidence to back yourself up.

Other than the fact that no one on here has even stated they will quit over Hanzo is telling enough. No one is quitting over Hanzo solely.

The poor handling of the game? Yes. Balance? Yes. but Hanzo solely? No.

Meanwhile, I quit over a month ago, and don’t see myself returning.

Where’s your source for that?

Do you have a source for that? Out of everyone quitting, I highly doubt they are marking “Hanzo” as the only reason they are quitting. Show me sources that people are quitting in “droves” as you claim because of Hanzo.

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Yeah actually.

Pretty much every other modern Class Based Shooter in existence has better Sniper counterplay than Overwatch.

  • COD/Battlefield have severe damage reduction at range, with extremely bright “Scope Glint”. BattleField even has Reverse damage dropoff at closer ranges.
  • Apex, bullet drop, but also you can’t oneshot with the Kraber unless it’s damage boosted with a large stationary deployable. And the Kraber is an extremely rare lategame pickup with limited ammo.
  • TF2, the Sniper is extremely squishy with basically no escape when rushed at close range. And a Spy with a Deadringer, Spycicle, and either Enforcer/Diamondback/Ambassador just gets free kills on them.
  • Halo, just shooting even 1 point of damage descopes a Sniper, and they get 8 total bullets, with generally shorter ranged maps. Not to mention extremely bright “Scope Glint”. And otherwise just avoid maps you don’t like.
  • CS/Valorant, it’s extremely risky to buy sniper rifles for Econ reasons, and otherwise there’s just a ton of smokes/flashes, and the vast majority of the level design is shorter ranges. And otherwise 2 bullets from an Assault Rifle or even 1 Deagle shot is enough to counter right back.

By comparison, with Overwatch:

  1. Hiding behind a wall/barrier 90% of the game is frustrating/boring.
  2. Trying to dive Widow/Hanzo when they can either easily run away, or drop 425-850 damage in 1.2sec. Is frustrating and unreliable.
  3. Sniping Snipers with more Snipers, just makes the issue worse for everybody else.

Unless. Tada you hit the head! You still one tap people across maps in BF and CoD with snipers with headshots.

I don’t play garbage games any more, so I wouldn’t know about this.

Oh so you mean Sombra now to Hanzo?

And?

Oh no, a sniper denying area like they’re supposed to! How sad for you. plays sad violin

“Frustrating”, how about quit trying when it fails the first time and try a different strategy instead of instantly resorting to “NO IT’S NOT RIGHT AND UNFUN! WAH!”

Play Battlefield, CoD, or Battlebit, and you’ll understand why snipers are the way they are in those games, rather than a game like Overwatch.

There’s a reason the game is “Baby’s first FPS”, there’s a reason it won’t work as an e-sport and that’s the reason.

Stop acting like only YOU understand gaming as a whole, it’s very off putting.

PS: Hanzo was literally classified as a Defense hero in Overwatch 1, he’s meant to deny areas, and yet, 7 years later, people STILL can’t understand that.

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Wow.

Every other modern Class Based Shooter in existence has way more comprehensive Sniper counterplay, including the games that Hanzo/Widow is based on specifically stating that they saw large reductions in player retention.

Are you got Flare here acting like he knows better than the entire rest of the FPS industry, based on literally zero evidence.

yeah to be honest, it’s insane that they think hanzo is free and widowmaker is not.

it took me over 4 times more hours to learn basic hanzo to a plat level than it did to learn widow to a plat level. Even in platinum it takes way more skill to get 10 headshots with hanzo than it does to get 10 with widow. the only advantage I find for hanzo is that he’s not as free of a dive as hanzo is more mobile/has storm arrow to save himself. widow is too reliant on her healers to help when she’s dived.

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And they mostly are not easily accessible and picked up like Overwatch is.

CoD, Battlefield/Bit all have way more intricate means of dealing with snipers, like aircraft, tanks, etc. Makes sniping way harder, OW is not like that. OW is meant to be accessed and played easily, not be a generic FPS like CoD or BF/Bit.

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Overwatch is meant to grow the largest playerbase it can.

And fussing over losing 1-2% of the current playerbase, on a game where 92% of the characters don’t have ranged oneshots, isn’t how they are going to get there.

And it’s not snipers stopping that. It’s poor handling by devs and blizzard.

Stop acting like it’s not.

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Kinda the same thing. They are screwing up balance because their winrate math is wrong.

And the winrate math is most wrong when it comes to Snipers, because they have the reverse effect of why Torb/Symm winrate is so high.

“IT’S WRONG BECAUSE I SAY IT’S WRONG!”

Sources, or stop claiming things.

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Sure thing.

If you got heroes that are preferenced for Attack, and attack phases are proportionately smaller to Defence rounds, then Attack focused heroes have their winrates off by a large fraction. As detailed by the devs that their winrate is based on

(Pickrate x TimePlayedInMatch) / TotalDurationOfMatch

So if that TimePlayedInMatch is shorter, then their winrate is artificially lower.

Because that’s how math works.

OW2's Balance Philosophy has some major flaws

Sigh… Sources of where it’s actually wrong, stated by devs, not some wanna be dev (you).

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When I gotta explain how gradeschool Algebra works to people… :melting_face:

we approach win rates fractionally by looking at how long a certain hero is played within a map. In the above half-map scenario, let’s say that the map lasted 10 minutes and Sojourn was played for half that time. Sojourn would have earned a 0.5 “win fraction” for that map because she was played for five minutes out of 10 minutes. Had the map been a loss, Sojourn would have earned 0.5 “loss fraction.”

Once again, not your claim. I want the devs confirming your claim.

Stop claiming things just to claim them.

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Because apparently a dev blog post covering multiple paragraphs on the math they use isn’t good enough?