So they replaced Hanzo’s one shot with nothing?

I guess projectile speed is there? I thought he should get two sonar arrows or something.

I haven’t played in a long time. Used to suggest one shot replacements on here a lot and got a lot of hate from hanzo players. Sorry to those guys looks like you’ve been done dirty.

At least now people won’t complain about the ga…who am I kidding that’s all we do here

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They replaced it with the famed log sized hitboxes. Before, people were exaggerating. Coping because they were walking into arrows. Now? They are literal logs. You could Run for the Hills and still get hit 3 meters to the left.

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Sure but he’s shooting so slow that it only really matters on storm bow with tanks who have a headshot reduction now.

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with bigger and faster projectile, so the consistency

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Didn’t they buff storm arrow? Lower CD perhaps or higher damage per arrow? I thought there was something.

Anyway, I’ve started playing him and he seems completely fine to me. Having great success with him and deleting tanks on a regular basis, even Mauga. He seems a bit broken against tanks tbh.

Yeah; 65 to 75 damage per Storm Arrow, and cooldown reduced from 10 to 8 seconds.

To be fair, all projectile heroes have logs now, since the recent changes :p… I still feel like Hanzo is ok, unless I play Lifeweaver and try to 1v1 a Hanzo player :p… but that has more to do with Lifeweaver’s indirect nerf to damage thanks to that amazing midseason patch :face_holding_back_tears:

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Remove current storm arrow from the game.
Everytime Hanzo hits a headshot make it activate a single storm arrow that disappears in a split second if he doesn’t shoot it. Then replace the current storm arrow cooldown with a revamped version of scatter arrow: Works almost like roadhogs old rightclick where it starts as a solid projectile but then disperses.

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Hah so true. Although I still can’t hit a shot with his logs :joy: :rofl:

I haven’t unlearnt his old projectile speed and curve from prenerf 2020. I’ve just stopped trying.

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That’s a huge buff. Seems like more of a buff than the nerf of 10 damage on primary. But I guess hanzo players loved the random 1-shots.

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Didn’t they reset their size in a follow-up patch? I seem to remember they changed hanzo and widow hitboxes again? Perhaps I am misremembering.

So they replaced Hanzo’s one shot with nothing?


Are you not aware they were trying to curb burst damage? They just smoothed out the transition a bit with much larger projectiles and hitboxes.

They had to buff Junkrat (after a while) because without burst damage that hero fares so poorly across many tiers except the lowest.

Frankly, Widow should get her one-shot removed, too, but she’d have a similar issue to Junkrat. It’s just that she’s just not allowed to be as bad as he was.

If you think they left Hanzo out to dry, try Sym.

They did it with hp getting buffed accross the board so kinda yes kinda no

There are a lot of small things that has over time made Hanzo borderline useless in higher ranks (though he can still get decent value further down since players don’t instantly peak behind cover after a headshot nor wait to get fully healed before peaking) .

  1. They removed his ability to hold an arrow charge while wall climbing, which reduced wall climbs usability in the midfight and removed a lot of high level Hanzo tech like using short ledges to take pop-shots at minimum risk.

  2. They made sonic arrow both visually very easy to see and added an audio queue so it’s impossible for an enemy not to know where the sonic arrow is and play around it.

  3. They nerfed Hanzos primary fire damage from 125 to 120 (at the time resulting in him not being able to oneshot Mei and Reaper, making them substantially harder to kill since they both have instant cast time invulnerabilities they can use if you headshot them now).

  4. They increased everyone’s health and increased hitboxes to try and keep the time to kill relatively the same across the board. But this hurt the most for hanzo since it not only meant you can no longer oneshot, but because of the damage nerf on primary fire (125 to 120) you now need 3 primary fire bodyshots to kill a squishie. Which gives anyone you shoot plenty of time to walk to cover. The increased hitboxes also makes it so you occasionally get a bodyshot instead of headshot since the wide hitbox collides with the targets body on the way to the head, something which they partially adressed in a pach by decreasing the arrow hitbox slightly, but it still happens occasionally. The health change also made dragonstrike (a really low performing ultimate) even worse since targets now have an even easier time to get out of it before dying.

  5. They added a strong dps passive of applying anti-heal on shots, which Hanzo benefits perhaps the least from since he has the slowest fire rate of any dps in the game.

  6. To give some power back to his ult they increased its speed, which unfortunately nerfs the primary usage of it: zoning, since it no longer lingers in an area for as long, making it worse for things like keeping enemies off an objective.

The one thing Hanzo has going for him is storm arrows, which got its damage brought back to its release-number of 75 per arrow. So he’s not unplayable, but feels really terrible whenever you don’t have storm arrows up.

Based on what I’ve seen from the Hanzo community, no one enjoys this more spam-focused version of the hero since people played him over other dps because they liked the skill expression of his primary fire (which is now nearly gone in higher ranks since even landing multiple headshots will often result in 0 kills because higher ranked players are so good at utilizing cover, taking favorable engages and timing their sustain abilities). I’ve had games in low gm playing Hanzo where I get over 10 thousand damage with 4 eliminations. Because I can’t finish a kill and while my damage might still help force cooldowns etc. The people I shoot die to someone else late enough that it doesn’t count towards my kill credit. That sure feels terrible as the Hanzo player.

Well, yes.

The point of increasing everyone’s health was to increase TTK. Why would they go and re-adjust everyone’s damage so that TTK is exactly the same again?

Why would a hero that can do 240 damage feel terrible? Just because it’s not 250 and a 1-shot? So much better for everyone else that his 1-shot was removed, and any target that has taken any chip damage will still die to it so it’s not even like he won’t kill with a crit half the time anyway.

I’ve been finding him pretty strong with the little I’ve played him the last couple of days. Probably doing better on him than soldier, cass or reaper.

First off, you got it wrong, increasing TTK means that it takes longer to kill someone.

Secondly, they specifically mentioned that they did not try to increase the TTK, but rather wanted to reduce damage spikiness (oneshots) and nerf the effectiveness of healing.

That’s the reason they buffed hitboxes across the board, to keep the TTK relatively the same. That’s why we’ve seen plenty of damage sources get damage buffs over time. Since those sources did not rely on a projectile, they were not compensated by the projectile increase, so they had to have their damage increased to get more in line with their previous TTK.

Because in high ranks, a dps will not peek a Hanzo if they don’t have full health.

Remember when roadhog had his damage reduced massively back in Overwatch 1 I believe? To where he could no longer oneshot any character in the game with his hook combo? He became arguably the worst tank in the game, completely unplayable, barely anyone played him. He could still pull anyone into a bad position for his team to follow up on, at a short cooldown. But in a solo queue environment, you can’t take away a characters lethality in hopes that your team will follow up every time.

You also have to consider things like being flanked. If a dps flanks you and you don’t have help, having to hit an extra shot to kill them gives your enemy more than a full second extra to kill you. That’s insane.

Got me there. It’s been a long day. Yes, you’re right.

That is effectively increasing TTK though? For high-burst heroes (like Hanzo), specifically?

Their goal was to reduce oneshots, which yes, would technically count as increasing TTK for those specific instances.

I was trying to explain the reasoning for why they are increasing damage on seemingly random things and it’s because those things did not get buffed by the projectile increase and they they did not want to increase the TTK of those non-oneshot damage sources.