Reverse damage fall off is a terrible idea and will never happen

I’m not saying that. At all. Like, doesn’t Hanzo’s Dragons max out at 300 DPS? And that’s not a burst.

300 heals per second means that it’s sustained throughout a given period of time.
300 damage per shot means it’s a single burst of damage, there is no time element.

It’s like the difference between projectile and hitscan. The damage number behind it is completely irrelevant, what matters is how the actual mechanic works. It’s a basic concept I really shouldn’t have to explain.

And you seem to want to ignore all the stuff snipers can do to create distance.
Widow has her hook, Hanzo has his lunge + wall climb, Ashe has her Coach Gun, and they even intended Sleep Dart to give Ana an opening to run away.

Snipers are not the sitting ducks you seem to be trying so hard to make them out to be.

Hilarious that you’re trying to lecture me on game mechanics when I need to explain what the hell a “burst” is to you, or how all snipers have a way to make room, or that I should probably point out that DM and shields dont last indefinitely.

Snipers should be weak in close range. That’s why you have 5 teammates to cover your 1 weakness. You seem to want them to be untouchable hard carries which is just dumb.

Yes, and then she became one of the best DPS in the game. Sure, Tracer was still better, but second or third place does not mean you’re weak.

Your point?

Ok then make it so Reaper has no damage fall off and his right click is a long ranged OHK attack. It shouldn’t be a loss just because someone picked a hero who can attack at a distance. You should have a fighting chance.

I think you mean McCree not Doomfist, except McCree is worse against barriers, has a worse ult, is worse against tanks, and doesn’t one-shot 250 hp and lower heroes.

I agree, it’s a bad idea.
Give him only 3 StormArrows that can’t headshot.

Honestly, snipers need either the ability to one shot point blank in exchange for crappy mobility, or reverse damage falloff in exchange for good mobility, every hero needs a weakness and Hanzo and Widow do have a weakness in barriers, but since those are nerfed they need a different weakness, so may as well make them more diveable.

Hell I’d even be fine with them having better body shot damage if it meant that you can actually kill them when you close the gap.

reaper can cover the distance with shadow step. he doesn’t need it if he can cover the distance.

If we did this, I wouldn’t mind having scatter arrow back because of the reduced damage from afar.

  • You can also switch off of widow/hanzo if you’re getting dove on, and then pick a hero that counters dive. It’s a really foreign concept to the godawful amount of sniper mains, I know, but we tanks and supports also need to learn a vast variety of playstyles to counter-pick our counters. Playing Zenyatta against a tracer or sombra is just pure suicide, so it doesn’t happen. Same thing should be done with snipers versus the typical flankers. Just a flanker pick should make the snipers really reconsider playing that hero. Right now they don’t, or at least not enough, because the snipers are able to deal with that too well.
  • You also have a team that can back you up to protect you or prevent that genji from moving your way in the first place.
  • Your argument that barriers help against snipers is pure BS if you were even closely aware of the state of barriers in the game right now. I would absolutely love for you to play several games of Orisa and tell me what you think of a 600hp barrier on a 10 second cooldown and how much it protects against snipers.

This game should be designed with counter-picking in mind. So yes, a rock-paper-scissors type of balance IS good and healthy, because it means every hero gets significant weaknesses they can not compensate for just by “being good”, and then your skill in overwatch is dependent on the amount of heroes you can play well, and not based on how well you can play 1 hero and then deal with any weaknesses despite that. Balance gets skewed if players can main a hero and not have weaknesses. They should not exist, period, end of story.
Every hero should be viable, and their viability should be dependent on the maps and enemy hero picks. Right now snipers make every hero unviable except other snipers.

You can disagree if you want, but you know it’s wrong and not in the spirit of overwatch. Go look up any interview with the devs of OW and they will argue that picks and counterpicks are a vital part of gameplay.
People like you want to dumb it down for your own sake.

Then Widowmaker doesn’t need grappling hook, Hanzo doesn’t need climb or double jump and Ashe doesn’t need coach gun. They don’t need mobility if they can shoot long distances.

So you want them to stay strong at all ranges? How about no? They need some sort of weakness. You can’t make them strong at all ranges, because it gets rid of the weakness that they’re supposed to have.

you shouldn’t lose just because you are dove.

literally an irrelevant comment.

okay genious. you burn the barrier to get in range and now hanzo cant do damage.

you really not smart enough to understand that?

it was really healthy with brig huh? how she countered so hard dps became unusable.

counters shouldn’t mean you cant play anymore. it should mean you have a disadvantadge.

your idea of healthy is asinine.

the spirit of overwatch is “viable at all ranks” jeff Kaplan literally said that was the motto.

they also said counter picking shouldn’t mean you lose by default.

whats dumb is thinking rock paper scissors balancing is okay.

that’s like the stupidest thing ive ever heard.

genji doesn’t need dash or double jump, tracer doesn’t need blink, Winston doesn’t need leap, dva doesn’t need boost, Hammond doesn’t need ball form.

they shouldn’t be able to cover distance if they are good at close range.

mobility. literally their weakness. pick a mobile hero and just move so much they cant hit you. that’s literally how it was done before brig made dive useless.

Then they need long ranged OHK attacks so they can compete with snipers.

Not when they also have their own mobility to either out maneuver those diving them or just get enough distance to not have to worry about those who are trying to kill them.

And when you’re moving so much so as to not die, you’re not killing them, you’re trying to survive. And as soon as you run out of mobility abilities, doink dead.

Mobility is definitely not their weakness.

A full team comp was needed to counter 1 Hero on the enemy team from shooting everyone and killing them all on their own. That’s definitely not balanced.

Hanzo is easily more effective in close range because of his high burst damage from storm arrows and the fact he can fire his arrows from the hip.

Like, it’s jokingly easy, I don’t even think I can take you seriously at this point.

Widowmaker and Hanzo are both poorly designed heroes as they’re both built under the assumption that aim is the main factor when in actuality its positioning.

In my opinion, a game should punish snipers

A) who have poor positioning

B) leave themselves vulnerable to flanks

C) don’t regularly change up their positioning

D) make them weaker the closer you are to them.

Now let’s look at Widowmaker

Grapple hook means she can easily reposition herself and escape

Venom mine is designed to counter flankers

Infrasight makes them useless.

It only takes her 2/3 of a sec to charge up and deal a 200hp headshot.

Meanwhile Hanzo

can also nullify flankers with sonic arrow

storm bow makes him good at med range

storm arrows are still a powerful ability due to their raw damage output and ability to head.

ive nbever seen hanzo as a sniper. i always see him as a normal projectile but with sniper dmg multiplier.

No he’s not… McCree has a hard stun and is much more forgiving in mid range than Hanzo is.

Getting hit by spam arrows in the head has been a frustrating thing since this game launched, but this is a bad comparison.

I think op is confused about the nerfs. You know how blizzard nerfed the tanks into the ground and now tank players dont want to play them? Well we want to do exactly the same things to snipers, nerf them into throw picks so nobody wants to play them. Do to the snipers what Dps did to tanks.

This argument is dumb and commonly paired with “Tanks just feel like punching bags/ult batteries” without realizing that the game is literally designed to be that way.

Tanks are there to make space and soak of damage. You literally sign up for it when you choose the role and always have. That’s what tanks typically do in every single game in which they exist. Does taking damage feed enemy ults? Does it also feed support ults? Yes. Because the game is designed to function that way.

Well blizzard nerfed tanks damage soaking ability by 30% with the last nerf. We should nerf sniper damage by 30%. Tanks were fair before the nerfs. They required team work and strategy to to kill. If everyone on the team focused shields as a team, tanks would be forced to move. Instead people picked dps that bypassed shields all together. They want to carry solo and not rely on their teams for anything when the enemy tank is getting full support from healers. Instead of breaking shields as a team so the whole team could advance, they play doomfist or reaper to try and solo the tanks.

That entire play style should be nerfed to the ground. If tanks and supports are to be completely and hopelessly dependent on their team, so should dps. Nerf dps to be hopelessly dependent on other people for their success just like tanks and support and we will be closer to a balanced game. Nerf snipers, nerd damage, nerf dps mobility, and add support and tanks that can buff their dps.

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