Just played Tracer against a McCree, had no idea his nade blocks you from dashing/rewinding.
Anyone care to explain why this is necessary, especially since the nade aims itself?
Just played Tracer against a McCree, had no idea his nade blocks you from dashing/rewinding.
Anyone care to explain why this is necessary, especially since the nade aims itself?
Because they are trying to creep up ways to counter Wrecking balls speed, first they started with this gimmick, gave Doomfists ultimate a slowing component, now Roadhog has a slowing mine. They think we don’t know what they’re doing. Indirectly nerfing WB like this.
It used to be he tossed a nade at you and you died.
Tracer is by far and away the best hero in the game right now and mobility heroes needed counterplay or Cassidy would stay Z-tier forever.
I’m a Doom main and even I think it’s fine.
You can bait it out and recall or blink before it hits you so it isn’t even reliable against good Tracer players.
Apparently a rework for WB is in the works, we’ll have to see what it is. Your theory would make sense though as WB is one of those characters they clearly wish they never created.
Because its supposed to counter mobile heroes.
I just think it’s kind of goofy that, for example, you can play Echo and land your bombs on a character that has a fade ability and like magic they disappear if they use it. I realize the bombs have greater range, but you still have to aim them.
It’s like how some things go through shields and others don’t…everything seems so arbitrary.
Tracer turning out to be harder than you thought, huh?
But mobile heroes are a pain for everyone, why is one character given this advantage, especially when he’s already hitscan? If the answer is “well then you switch to McCree”, then it’s another example of the lack of viability the characters in this game has.
Because the nade basically aims itself, I think that’s enough of a deterrent to mobility. Anyone approaching him knows he doesn’t have to precisely aim the nade. It’s essentially a Sombra hack for mobile characters, built into a character with decent damage and greater range. Just bizarre decision making IMO.
Sounds like youre not doing so great on Tracer. Maybe try Moira.
I’ve played Tracer off and on since OW1, I’m not new to her. I just haven’t played her recently and haven’t ran into a McCree until just now.
And the answer is, no, Tracer is not hard.
Oh no I agree. Lets give hinder to Sym and Mei too.
It did before and it wasnt, because most tanks can just tank the hit and all flankers have free disengage cleanses.
But it was overpowered against a bunch of heroes that were neither, and thats why its damage was nerfed and given a debuff specific against mobility heroes.
Sounds like you’re a crybaby who follows me to different threads because you don’t like that I called Moira broken. Get over it, people have different views on things. Show the world you aren’t mentally fragile and move on.
Tracer has lost basically any sort of skill ceiling she had before its really hilarious to see her dominating gold games lmao
She no longer fears most heroes in the game, her spread is basically a non-issue, she is barely affected by the DPS passive while being really good at applying it, and her anti-aim combat mobility + small hitbox combo lets her basically ignore the increased bullet size.
Because removing/limiting a player’s ability to play is peak gaming experience.
A pvp game is all about it, literally.
Elims =/= CC
20 characters
Death is the best CC.
Death is the strongest CC.
It’s quite literally by design. Every ability is unique.
It’s what makes the game Overwatch.
The Cass nade is literally designed to counter mobility heroes - it makes absolutely no sense for it to behave like Echo’s sticky bombs.