Storm Arrow and FTH are really not good for the game

I’m so happy someone said it.

Fth has been here since launch so I can let it go.

But whoever said storm arrows needed a buff needs to be quiet during future balance decisions.

Theres a difference between disliking something, and disliking something that causes issues for the general game and specifically tanking. With one shots you have to play smart, take cover and just be aware of who and what is around you.

On the other hand FTH and Storm Arrow do not have much if any counterplay while causing existing issues with an already troublesome tanking category.

Wait what… that’s so cursed :frowning:

The extra life steal is what made him a nightmare to play against. They upped it to 50%, then nerfed it back down to 40%, and then down to 30% as we have it now.

Let’s not mess with that again.

There are many abilities that do more damage with less effort or less risk.

Take for example Dynamite. Up to 50 damage per target and 100 damage over 5 seconds. You hit six targets that’s 300 damage, and another 600 over 5 seconds, for 900 damage on a 10-second cooldown.

Or the fact that Firestrike, from a tank themselves, can do up to 600 damage (100 per target) every six seconds. Makes Helix Rocket look like chump change.

McCree’s fan the hammer is… problematic. But not in the way other abilities are. It’s dependent on how much ammo McCree has in the revolver at the time and is still really risk to land on smaller targets. Honestly, the biggest problem would be Roll at it’s present cooldown. At 6 seconds, McCree can put out two FTHs, for 600 damage with it. That frequency is probably the biggest issue with McCree right now. Old Roll used to be 9 seconds, and FTH used to do much more damage (as much as 800, IIRC).

I don’t think FTH needs a damage reduction, but reducing it’s frequency and the ability to do it twice, might be a good idea, so bringing Roll back up to 9 seconds might help reduce his effectiveness.

I thought about how they could give Reaper an alternate fire that gives him some much need firepower to be somewhat of a threat, coupled with a quality of life to his Shadow Step.

5 years and 1 rework later and people still hard salting over Hanzo. Lol

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If they are not going to rework Reaper’s skills, they should consider tweaking Reaper’s life steal back to 40% or at least push it to 35% since his latest change reduced his DPS output from when they last lowered his life steal rate.

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As AOE yes, what im focusing on here is specifically the tank busting element of these abilities that firestrike and dynamite do not even come close to.

I would gladly welcome a longer cool down on fth and perhaps 1 less arrow for hanzo. If Blizz wants to promote tanking they have to look into this.

I can see that with Storm Arrows, but I’m not so sure if FTH lacks counter play for tanks. Generally, I feel it’s more about the gameplay moments before the FTH is utilized, right, like avoiding or baiting stuns. But if you mean someone just spamming it to break shields or something (which is tougher on Orisa or Sigma’s shields), then I guess it lacks counter play in this regard. It just turns into the game of who can break the shield first. I think for D.va, Winston, Hammond, the stun is the area of contention again, not necessarily the FTH. If he doesn’t stun and isn’t able to control it well, or if tanks matrix, shield dance etc. then it’s not, in my experience, too bad but that just my tanking perspective.

I’ll be honest, when I play tank, I don’t necessarily suffer from FTH but rather more from stun, if I play like Hammond, and his normal shots at mid-long range on w/e tank. That wears me down the hardest in matches. That’s why I’ve always been more of a proponent for damage and/or reload changes rather than FTH nerfs. I think if he’s supposed to be a mid range dps, and they want him to have some burst ability that can sorta deal with tanks, then they need to tone his range output down imo. Since clearly, they don’t want him to be a glass canon. But I don’t know, I just think with Ashe, Widow, and Hanzo in the game, I feel like he needs to have his niche solidified.

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Perhaps a hero that shoots ranged instakill shots, shouldn’t be good at breaking barriers.

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Mccress current niche is that he is good at pretty much everything. He has the dmg potential, stun, extra HP, faster reload.

I dont mind flashbang, sure its annoying but FTH roll FTH is a major issue.

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Jeff leaked that he played Reinhardt though. But also they don’t balance around the playerbase, they balance about the 0,0001% and apperently if you have insane coordination and teamplay in an established team tanks can work extremly good.

Something like that show how Bad the team balance is… They are pathetic and the most problem is that they needs months to fix those problems.

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You are still playing on 2017?

Goats now don’t exists, shields were nerfed and healing were nerfed to.

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I dunno, it’s as if there are different balancing “authors”, and certain heroes can be balanced no problem.

Like the Reaper damage nerf to balance out his range increase. Great.
Hog balance, fantastic.

But Sigma, Brig, Bap, Hanzo and newly McCree, seem to be weirdly…slow… In trying to balance them. As if certain people in the dev team have a weird ego about it.

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Amazing isn’t it? Personally I never got to play when scatter arrow was around but I remember people complaining about it.

I’d happily take the scatter arrow back with increased projectile speed instead of storm arrow.

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It seriously does make you wonder the influence of these decisions.

Well, this is a bit digressing but it always depends. It’s not that black and white. It’s not just straight up, if it one shots players, they therefore can’t break shields. It depends on many factors. Like what is the HP, what is the effective range, what are the abilities, how mobile are they, how often can they do it, so many other things in the game to consider. There are so many aspects and knobs in game design that adds nuance to gameplay outcomes. McCree technically can’t one shot, requires usually 2 head shot, a bit more on most tanks without FTH, but people are bothered by his shield busting ability, it really depends. And also their opponent’s capabilities.

We bring up Junkrat shield breaking because people think he should be the quintessential shield breaker for some reason? Not really explained why, other than its explosive and hard to aim, I guess? Well, factors to consider, he hits multiple targets, he has no fall off, it’s spammed in chokes, he has mines, he can trap, he can control his ultimate and hide, he can bounce and move around with mines for mobility, can knockback players. But he lacks direct accuracy and direct cc and he’s centered around projectiles, which is less reliable, so we assume that is how they balance his overall output. I don’t know, I just think it’s weird to compare heroes without defining their goal or objective in a game and things just aren’t that straight forward.

I mean if I had my way,

StormArrows:

  • 50 damage down from 70
  • 2.5x headshot multiplier up from 2.0x
  • 3 arrows down from 5
  • 150m/s projectile speed, up from 110m/s
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