Revert the hitscan range nerf

I shouldn’t have to play in hog hook range on Cassidy just to be able to get decent damage.

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Not going to lie, but I read this as “I want to be able to kill anything from a distance that no one else can kill me.”

Any chance of being more detailed in your issues with the current balance?

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The last thing hitscans need is a buff

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what i meant was that medium to long range characters shouldn’t be forced to play into the range of close range characters when the close range characters are designed for that range and medium to long range characters arent.

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The real reason they shouldn’t is hitscans having huge ranges pushes projectile heroes into the dumpster. Barring Widow, the trade-off for inconsistency and having to predict shots with projectiles is that they deal max damage from any range. Hitscans trade max damage at range for consistency. When you effectively neutralize that limit by increasing the hitscan fall-off range, projectile-based heroes lose all of their edge and become objectively riskier and worse picks.

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No! Get closer ya silly goose!

Umm… 22m is medium range. Most fights in OW occur in and around this range. Close range is where Tracer, Brig, Reaper, etc. hang out: ~10-12m or less.

Hitscan got the nerf because when their falloff doesn’t matter in the majority of fights, it’s a slap on the wrist for the power you get from the hitscan weapon property.

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Have you ever tried to kill a Hog by yourself? Or to punish a Hog flanking? You would understand once you try.

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idk then. i guess hogs hook reaching into medium range and being able to 1 hit is stupid or other heroes need a buff. i just know that playing cassidy feels like garbage now.

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Yeah, unless Hog messes up majorly, you cant even punish him for missing the hook. He will just disappear around the corner and back again in a few seconds.

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Hahahahah, good joke! The last thing this game needs is hitscan buffs :’)

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Nerf Hog and tanks in general instead.

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I don’t feel like hitscan falloff is the issue here. More so, Hog’s design is just kind of dumb.

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I mean… All the point of McCassidy is the medium range.

Flash bang to punish aggression, roll to get out of melee range, fan the hammer with low accurecy.

His abilities are not there just for show… They tell what the hero is about.

If you want to play at longer ranges you can play Pharah,Bastion,Widow,Ashe,Ana,Zen,Orisa even Soldier:76 has longer range.

But Mccassidy is not the right pick for that…

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Hitscans dominate the leaderboards, and I don’t think buffing hitscans overall is the answer.

The best histcans atm are Tracer, Ashe, and Widow when properly played.
You see that they all outrange Cree and/or have way superior mobility.
Since devs can’t give him mobility, I’d say give him a bit more range.

Overall, I think a better change would be to:

  1. delete FTH, because people in low elo cry about flash + FTH
  2. increase flash-bang duration to 0.85~0.9s to compensate
  3. increases his fall-off range to 25m
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id rather just get the experimental changes without the faster fire rate. pre nerf range, no fth, stun is the same, roll has an 8 second cooldown, and id want to make the stuns recharge time to 11 or 12 seconds instead of 10

Projectile heroes were worthless before the falloff nerfs. Hitscans (Cowboy especially) need to have weaknesses.

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McCree’s falloff is way too harsh. This game was in a way better state before the hitscan range nerfs, now double shield is stronger. Soldier out damages him, Widow is free and Pharah is as strong as she’s ever been.

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I encourage you to play Ashe and try forcing a Phara down from max range with her 20 damage shots, while Phara’s rockets have no fall-off and keep flying your way with almost 100 damage.

Lmaooo facts. These people want to kill everything from any range. I wonder what they think about someone like reapers range :rofl:

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