Early kills are really what determine most matches now, and produce snowball matches that turn into stomps more than ever. No one dies, once a team has good early position and the team that’s behind just does endless damage that never kills.
Very poor decision to increase HP. Takes the fun out of the game.
Sustain could maybe stand to be toned down slightly, even if just as an experiment, though I think it’s offset for the most part by the more forgiving hitboxes. Shots are easier to land, but it takes more to secure an elim.
Increases in HP and projectile sizes were terrible for the game, along with the ridiculous buffs to tank survivability. Nothing has destroyed the ecosystem more than these changes.
I just think it’s funny how everyone was freaking out over Illari’s primary hitbox being 0.1m on release, and now every hitscan is as close to that as they’ll ever be, even above her post-nerf 0.05m primary hitbox
Weird, in all my time on these forums, across every single platform, Twitter, Reddit, Discord, etc., I’ve never heard a single hitscan player, OR ANYONE, say that S9 wasn’t a net buff for hitscan. Not once. Odd how you seem to be running into that all the time, yet, I’ve literally never heard anyone say anything even close to that.
I’m a hitscan main, I absolutely despise the projectile increase. It should be .01. Nothing feels worse than getting a kill I know I missed. All of the projectile increases were a huge, huge mistake.
I’m not even sure what that has to do with this topic at all, though… ??? I never get why gamers have this uncontrollable need to turn any discussion into some kind of tribal war.
I had at least a dozen people just here insist that hitscans were just as negatively affected as S9 as projectile DPS.
The HP increase greatly benefited many hitscan DPS too, like Tracer and Widow who were previously a bit more balanced by having lower HP and being vulnerable to more breakpoints.
Meanwhile, the HP increase barely affected hitscan damage. Most hitscans were already doing more than 200 dmg with their average damage, and their TTK was barely increased.
While Symmetra or Junkrat had their TTK doubled (or more) by the HP changes, Soldier’s increased by a whooping 0.1s. Widow’s wasnt affected. Cassidy/Ashe/Sojourn were barely affected too.
That was the whole point of the s9 changes. More shots hit, but burst dmg is reduced due to people having a bigger health pool. Her having 0.1m was an issue when other hitscan was 0 and people had 200 health. Now almost every hero has a bigger hitbox and more health. It’s not really comparing the same thing.
Symmetra’s orbs have charging, travel and recovery time. Combine all that and you get that her TTK went from 3 seconds to almost 6.
In those 3 shots, Symmetra has:
a total of 3 seconds of charging her shots alone
a total of 2 to 2.5 seconds of travel time at an average distance to most 225-250hp targets.
a total of 0.5 seconds of recovery time.
Before S9, Sym could had around 2.5 to 3s TTK with orbs. Still atrocious for a DPS hero and still extremely conditional on no one healing even a single point of health to her target.
Oh and, the 6 seconds is goes up to 8 or higher if there is even just a lil bit of healing because lol travel time. Oh and sentries are even more pathetic than they have ever been, to the point that sentrybombing is a waste of cooldowns.
Meanwhile, Soldier 76 gets a massive 0.1s increase to his bodyshot TTK.
I’m not sure if you understand math. How does 2 to 3 shots double it. Yes they have charge time travel etc. But 2 to 3 is a 50% increase. Not 100%.
Also soldier killed in 11 shots before, now its 14. So again, you saying it’s 0.1s is wrong. He shoots 9 rounds a second, so 3 more shots is 0.33 seconds. Or 3x what you said.
Because I am being generous with the pre-S9 TTK and not counting the initial charge time. So really my point still stands and you are being pedantic over a manner of speech.
Helix Rocket is something that, unlike everything else in Sym’s kit, can be used instantly along with his already strong primary fire.
His TTK went from 0.9s to 1s. With just rocket and bodyshots.
Your point doesn’t stand. You are just straight up lying to make it sound like a bigger increase than it was. That’s not a manner of speech, you over exaggerate for heroes that fit your narrative, and pretend hitscan aren’t affected, or are affected much less than they are. I am not arguing sym didn’t get hit harder by s9 than hitscan, she did. But you constantly lie about it.
Even if we do assume he is hitting his helix rocket as a direct. That still means he needs 7 shots up from 5. So 0.22s longer. Still 2x what you said. You either just can’t help but lie/exaggerate, or didn’t look at how many shots it takes.
It felt good at first because the average people are in gold tier. They just could hit more with bad aim and die less easily with bad position and slow reaction time. More forgiving accidental spam hit and more forgiving being a sitting duck. In short, S9 patch is to lower the skill expression overall. Indeed, much more people are in gold and much less people are in bronze/GM since then. Prolly the lowest sr variance in the entire history of OW.
Lowering skill expression in PvP is like an event gives everything too ez, which occurs in MMORPG just before closing the server, because it gives a short-term high and then long-term apathy so that you hardly go back to the normal state and play it again.
Something people don’t consider enough is the time it takes from the first impact to the time of death. For example, Cassidy is exceedingly lethal because it only takes him 0.5 seconds from the first shot to the second.
The reason I bring this up is because it completely screwed Symmetra in S9. She went from potentially killing 1 second after impact to having to wait 2 seconds. So while it might literally not be double the ttk, when Symmetra comes around a corner or teleports in with a charged orb it does take twice the time from that point to the death of the target.
If we are not a counting the time to charge the first orb, then yes I agree. Going from 2 to 3 orbs would be double the time. Don’t think it’s very accurate to not count the charge time, but okay.
Thing is if we do that, then assuming body shots, heroes like cree and Ashe both have a 50% increased time ttk when going from 3 to 4 shots. As they only need to worry about the recovery time of 2 shots prior, and 3 now in s9. So if ranulf wants to ignore the charge time to say it’s double, then they can’t also argue that hitscans were barely affected when ttk was increase by 50% on some of them.
But I do agree sym is one of if not the single hero who got hit the hardest for their ttk with the health increases. With secondary fire anyways.
To play devils advocate here, Symmetra would probably be too powerful post-S9 if she still double tapped with larger orbs, but there orbs should deal more than 100 damage. I think reverting the hitbox size increase and increasing the damage to 120 would by healthier for everyone.
As for hitscan vs. projectile I think the main thing that Blizzard failed to account for is how much impact increased headshot accuracy would have. Most projectiles can’t headshot, and even those that do are harder to headshot with or run into problems with clipping hands or bodies even when aimed at the head.