The Big Problems With McCree

I would prefer to make FtH a mini-version if his ult sans the enforced movement slow down.

  • FtH: Damage 70, same fall off as primary fire, headshot*special
    FtH locks onto enemies on activation and quickly ramps up damage over .5s to x2 damage (auto locks on head) scoring uo to 140 damage on a head shot.

  • Flashbang: needs its duration increase to 1s at the very least. Due to animation issues McCree only has .42s to follow up on a FB.

The radius needs an increase to at least 4 meters. The range needs to be higher to at least 15 meters.

  • Combat Roll:
    Either provides invincibility frames during the roll or auto-resets cool down if McCree takes no damage during the roll. Special counter 3. McCree cannot use more than 3 Combat rolls in a row or it goes into an extended cool down of twice the time.

New Ult: Grenade Shot.

Taken right from the Ashe short.
McCree flings out a Grenade. The player must make a skill shot with McCree to set it off.

Range 20m, Damage 300-within 3m-100 radius 10m.

Remains active for 5s after deployment or fizzles out since it was not unpinned before throwing.

his ult is just dreadful, in general

Holy moly. This has got to be one of the best created threads that I have seen on this forum.

Nice job.

I will definitely give it a read.

Thank you! it sure took me a long time to write, so i appreciate the feedback :stuck_out_tongue:

Seeing how much effort you put in this post is it only fair I put effort in my reply as well.


His gun.

This sounds very good. You have my support.

  • 50 damage on FtH means you can do 300 damage with all shots. 600 if you used roll.
  • 45 damage on FtH means you can do 270 damage with all shot. 540 if you used roll.

I think 45 dmagae would be the best choice.
Sure, they buffed him to deal better with tanks, but I donā€™t think this is what his role should be. We have plenty other heroes for that. Instead do I want to see his primary fire buffed in the way you said. By giving it 75 damage.

FtH might become a crutch to him if it remains strong and I think it could be bad if the strength of his kit is primarily in his FtH ability. You risk the chance of other abilities getting toned down in future balancing just like what happened with Mercy. Her strength lies in rez. To compensate that did they nerf other parts of her kit, even healing. I would not like to see the same thing happen to McCree, who is currently being called McRightClick by the community.

So I do think it can cause problems in the future.

Roll

McCree is one of those heroes who is designed to be one of the slower heroes and to have tools against mobile heroes, just like Mei.
His flashbang is what can put a halt to their movement.

Because it isnā€™t.
The traveled distance is to short and it doesnā€™t has invulnerability frames.

Roll is definitely a weird designed ability, because it feel like a mobility ability, but instead does it only move you for a few meters and reload your gun.

The lower survivability McCree has is being tradeoff for being a raw damage dealer with a stun ability. With Mei is it reversed. The higher survivability is a tradeoff for having a stun and dealing less damage than other DPSā€™ers (she has a lower fire rate and has the lowest average damage in the game).

Flashbang

True.

Iā€™m not suprised to see players rely more on FtH than critshots to follow up on a stun tbh.
The enemy flops their head backwards making headshotting them quite difficult.

Deadeye

This may an unpopular opinion, but I think Deadeye is fine in its current state.

I donā€™t know if you watched Geoff stream, but this is what Geoff had to say about dead eye:

High Noon : IDDQD believes itā€™s fantastic at low elos, but garbage at Masters+ . Geoff mentions itā€™s challenging balancing an ultimate like that. high noon did get buffed, but still kind of a zoning tool. Barriers large issue with high noon, indirect use possibly shooting barrier. Kind of boring. IDDQD believes that High noon pins a target on mccree, and doesnā€™t have instant dmg that pharah gets. Geoff says itā€™s really hard to tweak since itā€™s a team wipe at low elos. Joke about second ult, but a dominant one will always be picked.

(Source: https://www.reddit.com/r/Competitiveoverwatch/comments/ajsvui/comment/eeyjzy9)

Because itā€™s a team wiping ultimate do I think it needs to have clear weaknesses.

Overall

This is the real problem he has.
But to be honest, I donā€™t think the problem lies with him.

I think there is a damagr and healing creep and that McCree is partially a victim of it. (His FtH is also partially the cause of it.)


It was a good read.
Thank you for making this.

I fully agree, i do think that it should be 45-50 max, so you cant oneshot people like winston on him

i can, depending on which direction blizzard decides to take it.

But the thing with that is, someone like brig has a shield next to stun, roadhog can heal, widow can grapple away, ashe can shotgun herself away, hanzo can climb etc. But with mccree, you have no ways to escape anyone, in any way. all other heroes, outside from like Zen, and zarya have some form of escape/self heal ability that allows them to actually escape a fight.

They shouldve designed it far different, like just have a different ability to reload your gun instantly, or make some form of movement ability that works properly, or even like buff the current roll to have either a lower cooldown, or that it rolls a longer distance so it could be used in some ways to escape. As now, its just a reload, nothing else.

With mei, you also have high damage, plus a stun, plus an escape ability, plus a self heal and invincibility ability. since you can 2 shot squishies on mei, just as well as on mccree, and you can freeze 1shot all squishies.

They flop their head backwards true, but their hitboxes dont move along the full way with that, as you can shoot about at the same place it was before you stunned them and still hit a headshot.

High noon/Deadeye is objectively the worst ultimate in the game, as it has the worst kill/ultimate use %, even worse than heroes like tracer, which has basically just a glorified junkrat mine, since it can be countered with pretty much any hero in the game, or just dodged. It doesnt follow the animation, and doesnt work the way it should half the time.

But you very very very rarely see it wipe a team, most ultimates, atleast for tanks and dps heroes have team wiping capabilities, but most of them dont have as many weaknesses as mccrees has. And most of them dont put themself into a clear disadvantage when used. Soldier=You can just run away if youre hit, or you dont have to shoot, save your ammo, in example. with Mccree youre stuck still for quite a while while glowing, and you cant kill anyone before you lock in withing a second, which gives far too much time for anyone to jump behind cover, a rein shield, or just kill him. as most heroes can just shoot at him and he dies.

But other dps heroes are a bit different, most of them arent played as widely as mccree is, he still has a 4% pickrate which is more than someone like brig, and he still loses constantly, because his kit isnt tuned, at all. The animations dont work in it, nor do the abilities, theyre all quite cheaply made and he feels like a filler character.

no no no no no, tracer would be instantly 1 shot headshot and there wouldnt really be any baiting recall after 2 shots because sheā€™d have to use it instantly after 1 shot, and mccree already has 2 ways to insta combo a tracer, flash + hs, or hs+punch, give him 1 more and then tracer is gonna be absolute garbage

Then just avoid mccree, its his job to kill tracer.

Blizzard will read this, and they will decide to buff zarya, so she can grav longer to help mccree killing someone with deadeye.

900000 iq strats

this reply almost makes sense

Actually was a ref to blizzardā€™s way of reworking/balancing, instead nerfing or buffing x, they will create y to counter x that will counter a b and c

Do not hope for a rework, you wonā€™t have it, and even if you will have it, expect a mediocre work

I have about 300-400 hours on McCree across all my accounts, Iā€™ll respond to some of your points since I think he isnā€™t that great but just annoying to play against now.

His M1 is fine and the best part of his kit. If youā€™re accurate it has some of the fastest unassisted TTK in the game.

FTH is either one of the most annoying things in the game or itā€™s objectively worthless outside of busting Winston bubbles. At 45 damage it was preferrable to double headshot after flashbang pretty much all the time, with the sole exception of 250 HP heroes since they all have instant invuln skills that deny the kill secure if your timing is off (you have 0.2 seconds to line up the first headshot). At 55 damage you never want to double headshot as itā€™s far harder for less reward, so you default to RMB outside of Tracer and pilot D.Va.

You physically cannot fit three headshots in the space of the flashbang stun duration. Itā€™s too short.

If weā€™re getting to the point of reverting FTH back to the point where nobody uses it I think itā€™s best to just scrap the ability altogether. There is no point in having an ability that has no use case if itā€™s only there because literally nobody likes playing against it. Replace it with a small sustain ability or something.

It does what itā€™s supposed to do and I think itā€™s in a better place now that the cooldown is lowered. At 8 seconds it just blew chunks.

I donā€™t think every hero needs to have mobility because the game struggles with dealing with heroes whose kits are focused around it. McCree has very little mobility because he has both very high spike damage and a stun which makes him very dangerous to close the gap 1v1. Honestly, a mobile McCree with a FTH worth using would pretty much just run around assassinating tanks since it would then be simultaneously easy, hard to punish, and give high reward.

The whole Dark Souls style short iframes on cast would be super unrealistic but fun to play around with, I think, but it might be overtuned if he had an invuln skill every 6 seconds.

Most of my issues with McCreeā€™s balance center around Flashbang. Why is it so clunky?

Aside from the video, it also has weird issues with LoS. Wall flashing is inconsistent because of it and nearly impossible on maps with textured/crevice filled walls like Lijiang Night Market.

Brig exists now so this is a moot point, but before her introduction all I really wanted was the animation to match what was actually happening with Flashbang, and then speed up the animation or increase its projectile speed to make it harder for flankers to juke it. But now thereā€™s so much CC in the game I really donā€™t want it buffed. Just fix its weird bugs tho.

This ult is just dumb, Iā€™m sorry. Thematically itā€™s cool, but it sucks because at its core itā€™s an infinite range, hitscan, no-aim oneshot teamwipe ability. If it was actually deadly, people would be calling for it to be removed from the game because the theoretical cheese factor is just off the charts.

It charges really fast and he has a good gun, so Iā€™m honestly fine with him having a meme ult. Ultimate centric heroes are things that we should be moving away from if you ask me, so if he were to get buffs to his non-Gun kit Iā€™d rather it go to his Flashbang or Roll than this.

1 Like

I agree quite a lot with your reply aswell

hence why ive yet to reply to it, ill take my time with it xD

mccree is decent, heā€™s not the worst but his kit is wonky.
fth is borderline dumb as it is rng burst dmg. but it does the job.
mccrees peacekeeper is ok.
flashbang needs to be clarified whatā€™s happening as he isnā€™t actually throwing a flash but he actually shoots it from his belly and has travel time.
high noon is very situational meaning it can be very likely youā€™ll die while using it or get nothing out of it so using it as a fast reload is fine.
the roll is kind of funny but it can actually help you spot dodge like roadhogs hook or a small burst of movement to either disengage or engage, but usually itā€™s just a fast reload button to shoot more with the gun.

but because heā€™s a dps with a stun that got hitscan mid range and close range burst thatā€™s not on cooldown he can actually fight decently against a lot of things.

honestly i think heā€™s fairly balanced tbh, the flashbang is a bit op to have on a dps though but so is a lot of other things on other heroes.

Thats kind of the point of this post, to point out the issues he does have, i might edit it to put in alternatives so blizzard would know what to fix.

Oooh ill be awaiting your long reply

You never replied!!!

SHUSH i will in due time!

Heā€™s alright as he is now. He is pretty much supposed to be close quarter counter. Yes he is Mc Rightclick but good Mc Cree players will still perform better overall than the bad players.