I’ve made that list so many times its gotten tiresome, but since you asked:
- Low survivability + low mobility means he needs to be pocketed more than other dps and babysat, similar to Bastion. He’s too vulnerable to most heroes if singled out, even those he’s meant to counter.
- His ult is a joke, its a reload or an anti-Pharmercy, other than that its considered lucky to hit anyone else with it. This is mostly due to the delays between clicking to fire and when he actually fires as well as the delays between each target. The character furthest to one side gets nearly half a second extra to react, which is added on top of the charge up time.
- Fan the hammer loses all value once you can learn to consistently double headshot. It’s too inconsistent and random, making it worthless on smaller targets but its damage is too poor to make it worth using on tanks. While the buff does help with the latter, it still doesn’t make it any more useful considering the only reliable way to land it is as a follow up to a flashbang which means getting in close to a tank. And as mentioned before, McCree is really squishy so its a huge risk without the right set up for it.
- Roll is good for the reload but it displaces him for the most part. It can’t really be used to dodge anything that doesn’t have a wind up and it barely escapes most blast radii. With the whole favour the shooter mechanic and latency in play, it only narrowly avoids the kill range of meteor strike but DF can then follow up with slam to easily finish off McCree. It’s not quite enough to make it a good ability but its definitely not bad. Would be nice if we could roll mid air though, been asking for that since launch.
- Flashbang’s artwork does not match what actually happens at all. This video explains it well and even though it dates back to late 2016 its still relevant as the only change to flashbang was the one to stop people from carrying so much momentum.
WHY THE FLASHBANG IS BROKEN - Overwatch McCree - YouTube
In case you didn’t watch it: the first and third person models don’t accurately portray what’s happening, the visible trail is slightly off and it doesn’t function in the same way that every other explosive aoe in the game does.
- No role, no niche that can’t be achieved by someone more independent with more versatility. Hanzo, Soldier, Widow, Torb and now Ashe all play the same role that McCree does as mid - long range poke. Soldier is probably the only one in that list that doesn’t make McCree look pathetic. Hanzo and Widow both have one shots, so they have better burst. Torb has much better sustained damage and more consistent dps with less reliance on player skill to find impact. And Ashe, well she’s everything McCree but better. There’s just no role that McCree can effectively play that isn’t performed by someone else but better.
Struggling is an understatement. He’s been consistently in the bottom 4 heroes for the past month, down there with Sombra and Bastion. In gm, the ladder players best equipped to make the most out of him, he has the worst winrate out of everyone sitting at about 50.7% iirc. Across all ranks, he’s a borderline throw pick.
I’m not asking for anything major. Being able to roll mid air and reducing the travel time on flashbang (only affects hypermobiles and Reinhardt) would be more than enough for now. But instead they threw him a poorly thought out buff to a part of his kit which is made useless by playing him well and knowing Blizzard that’s where they will stop. It’s been happening for 2 years now, he’ll start to drop a bit so they throw out this bandaid on a fault line kind of patch to keep everyone quiet.
Don’t get me wrong, I know he can be effective at times but the level of skill required to hit that point is just completely disproportionate to the amount of impact he has in comparison. Compared to Ashe or Hanzo, who in my personal experience take less mechanical skill, he just can’t keep up.
I’d rather them scrap fth entirely but I know they won’t. So I’ll just keep trying to get them to reduce the travel time on flashbang (which would help stop a lot of the wonky interactions between stun + mobility) even though I know its a pointless pursuit.
By the way, the combat roll buff hasn’t helped his impact all that much. If he survives after the first roll, he’ll either die regardless or have enough time to go for the full reload instead. I’m yet to come into a situation where those 2 seconds off the cooldown have ever been what’s saved me. And as mentioned above, his ult just isn’t that much of a threat anymore.
As much as I hate to say it, she’s definitely going to be my go to for comp until I have another reason to play McCree other than for style points.
Yeah, I know. This is more of a vent than anything else I guess. It’s been so frustrating that since the changes to flashbang, none of the buffs have made McCree objectively more impactful (other than the falloff changes, but those were universal).
I’ve been playing Ashe like I would McCree, only I’m not as reckless up close. I’m getting roughly the same results if not more impact purely because of the extra mobility.
Dynamite + Coach gun are more than enough to get flankers to respect your space. That boop is enough to throw off Doomfist’s combo and if Tracer gets caught by dynamite it chews her up.
On the other hand, McCree’s flashbang is woefully easy to bait out as Tracer, too easy to react to as Genji so you can scoop it up off the floor and into his face and it just doesn’t do enough to stop Doomfist. I’ve done the maths, if Doomfist lands one ability, McCree is a goner. He just can’t kill him before Doomfist kills Cree, even if the Cree lands all headshots.
Tl;dr: I don’t want anything major, I just want him to be competitive. Right now, there’s not much of a reason to pick him over anyone else.