And then reaper will get an extra shot off while McCree has to roll, or two and a half shots if, god forbid, McCree has to actually reload.
Iām all for buffing Mr Reaper but this is a terrible comparison.
You most certainly can. This might come as a shock to the average tank player, but Overwatch is a shooter, and in shooters we generally expect to also be able to die every once in a while.
Correct. Half the tanks have great mobility without him, and the other half can be on top of you within a second with him, and all of them have defensive abilities to help close the distance without Lucio
Not really.
Itās useless against competent players. You donāt nerf something with a sledgehammer because of poor play
Itās such a hard life for Mccree how does anyone even play such an F tier hero. Look at how heās not even 10% pickrate. He clearly needs buffs and cant ever be nerfed without dumpstering him. /s
Fan the hammer is arguably more problematic because it actually has some pretty good stats associated with it for a secondary fire move. Its has a built in 1.2 second delay, but its damage is very respectable.
Storm Arrow is on a 10sec cooldown. I mean, its not an alternate fire mode, but a legit ability and is balanced around a long cooldown.
Sub-average global win-rate. Which appears to be what Blizzard PRIMARLY bases nerfs and buffs on. Secondarily on player perception. OWL power muddles things a bit.
Winrate math has always been garbage, as confirmed by RobotWizard, who is/was a game design engineer, and spoke with the Overbuff dev. Because heās building a similar system.
The total aggregate win-rate is fine as it samples the ENTIRE player population and every hero the same way. Individual win-rates at certain ranks may be iffy. Itās perfectly useful for our purpose here.
Win rates are weighted based on play time. Itās not just wins vs losses.
This causes counterpicks to have lower winrates as they are swapped to when a team is already losing. This has two effects.
If a team is already losing a swap is often not going to change what was already going to be a loss.
Even if they win, they were played for less time so their win is weighted less.
This leads to his low winrate. Itās why heās always had a low winrate regardless of his balance state. Think of a hero like Sym historically having a high winrate despite being fairly bad, but reversed.
If anything Mccrees winrate spiking by 4% since his buffs on top of his extremely high pickrate to be pretty average in high ranks is actually a huge red flag.
And? You donāt need blink as an ability to have great mobility. Those 4 seconds or larger cooldowns can take you across the battlefield
Large bodied high HP heroes in close range
Doomfist, Mei, Reaper
Or for players who donāt have very good aim. You would be surprised at how many players miss even a single followup primary shot after flashbanging someone
Iām very aware. We are talking about a sample of the entire open player-base, for every game, in every rank, over a long period of time.
Data bias in this instance will be normalized to a large degree. Robotās thesis is largely applicable to an individualās win-rate stats or highly concentrated samples, the global effects are minimal and we can still make comparisons because everyone is analyzed identically.
So a hero known for getting picks, at range, while on attack, might have on average shorter duration while on attack. Meaning thereās less time played on the hero.
Would it surprise you to know, almost all heroes that fit the āranged pickoffā heroes have low pickrates?