PLEASE! Nerf McCree

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05/30/2016 11:13 AMPosted by Ravage
I hope people realize that if they Nerf McCree into the ground you're just going to see a whole ton of Tracers and Genjis stomping their teams into the ground.... then the cry will be taken up once more.


So true I'd rather face Mcree. I don't actually mind Mcree, it's the players who sit behind a wall and flashbang right click and run and hide until the combo is up again, that drives me NUTS. Mcree's left click is good, please learn to aim and fight with your team.
agreed, needs a nerf to hammer fan
I've been watching McCree carefully since we've released. McCree's flashbang plays an important role in being a strong option against very fast/agile teams (tracers/genjis/etc). It is also a nice tool to prevent close range devastating abilities and ultimates such as Reaper's Death Blossom.

That said, its probably a bit too good at dealing damage to higher health targets such as Tanks and barriers. I don't have any concrete changes yet, but I'm going to be testing some things internally to see how he plays.
05/31/2016 10:43 AMPosted by Geoff Goodman
I've been watching McCree carefully since we've released. McCree's flashbang plays an important role in being a strong option against very fast/agile teams (tracers/genjis/etc). It is also a nice tool to prevent close range devastating abilities and ultimates such as Reaper's Death Blossom.

That said, its probably a bit too good at dealing damage to higher health targets such as Tanks and barriers. I don't have any concrete changes yet, but I'm going to be testing some things internally to see how he plays.


This is nice to hear that it is being looked at. What about the 50% refund on cancelling the ult? I saw a good suggestion in another thread where the longer he had the targeting out, the less amount would be refunded, ending with a 0% refund if the ult goes off (obviously).
I like the idea of adding a cooldown to McCree's alt fire, similar to lucio.

I think that the main problem doesn't come from his flashbang, but from how easy it is to instagib someone once you land it. Adding a cooldown to his alt fire would at least limit how often he can run up and spam his revolver into someone's back for a free kill.
The things is that he can decimate the whole cast at close range without worry.

There's not a single hero i can think of that if i get close to Mccree i'll be like "ho its Mccree, i can win this one" NO, he beat EVERYONE at close range and the worse thing is that it takes NO SKILL whatsoever.

A level one player that just try Mccree in training mode will understand how you need to play him and then go decimate everyone that get too close to him.
05/31/2016 10:43 AMPosted by Geoff Goodman
I've been watching McCree carefully since we've released. McCree's flashbang plays an important role in being a strong option against very fast/agile teams (tracers/genjis/etc). It is also a nice tool to prevent close range devastating abilities and ultimates such as Reaper's Death Blossom.

That said, its probably a bit too good at dealing damage to higher health targets such as Tanks and barriers. I don't have any concrete changes yet, but I'm going to be testing some things internally to see how he plays.


Neato. Try stun duration based on taget's current HP?
05/31/2016 10:43 AMPosted by Geoff Goodman
I've been watching McCree carefully since we've released. McCree's flashbang plays an important role in being a strong option against very fast/agile teams (tracers/genjis/etc). It is also a nice tool to prevent close range devastating abilities and ultimates such as Reaper's Death Blossom.

That said, its probably a bit too good at dealing damage to higher health targets such as Tanks and barriers. I don't have any concrete changes yet, but I'm going to be testing some things internally to see how he plays.


Slow down his right click, that will solve a lot of problems. The flashbang isn't the problem per se, it's the speed at which right click dumps it's load.
05/31/2016 10:43 AMPosted by Geoff Goodman
I've been watching McCree carefully since we've released. McCree's flashbang plays an important role in being a strong option against very fast/agile teams (tracers/genjis/etc). It is also a nice tool to prevent close range devastating abilities and ultimates such as Reaper's Death Blossom.

That said, its probably a bit too good at dealing damage to higher health targets such as Tanks and barriers. I don't have any concrete changes yet, but I'm going to be testing some things internally to see how he plays.


Great to hear. Cheers.
05/30/2016 11:13 AMPosted by Ravage
I hope people realize that if they Nerf McCree into the ground you're just going to see a whole ton of Tracers and Genjis stomping their teams into the ground.... then the cry will be taken up once more.


This your first Blizzard game?

That's not just a possibility, it is an inevitability.

Anyway if Tracer and Genji become top tier we'll just see a lot more Winstons.
05/31/2016 10:43 AMPosted by Geoff Goodman
I've been watching McCree carefully since we've released. McCree's flashbang plays an important role in being a strong option against very fast/agile teams (tracers/genjis/etc). It is also a nice tool to prevent close range devastating abilities and ultimates such as Reaper's Death Blossom.

That said, its probably a bit too good at dealing damage to higher health targets such as Tanks and barriers. I don't have any concrete changes yet, but I'm going to be testing some things internally to see how he plays.


lol what dude? no concrete changes? people have been stacking McCrees in tourneys for 2 months now. take a look at Fan the Hammer, that's the real problem.
Del
05/31/2016 10:43 AMPosted by Geoff Goodman
I've been watching McCree carefully since we've released. McCree's flashbang plays an important role in being a strong option against very fast/agile teams (tracers/genjis/etc). It is also a nice tool to prevent close range devastating abilities and ultimates such as Reaper's Death Blossom.

That said, its probably a bit too good at dealing damage to higher health targets such as Tanks and barriers. I don't have any concrete changes yet, but I'm going to be testing some things internally to see how he plays.

are you kidding me right?
mccree can barely touch tracer or genji
when his cooldowns are at 10 seconds
05/31/2016 10:43 AMPosted by Geoff Goodman
I've been watching McCree carefully since we've released. McCree's flashbang plays an important role in being a strong option against very fast/agile teams (tracers/genjis/etc). It is also a nice tool to prevent close range devastating abilities and ultimates such as Reaper's Death Blossom.

That said, its probably a bit too good at dealing damage to higher health targets such as Tanks and barriers. I don't have any concrete changes yet, but I'm going to be testing some things internally to see how he plays.


Here's my two cents:
- McCree's flash bomb goes through everything but the cd is longer and the duration depends on the distance from the impact.
- This way he'll become a nice counter to D.Va/Reinhardt and he'll struggle a bit more against the others
That's ...interesting. I wasn't aware McCree's flashbang did damage to barriers. I thought it was a simple stun.
Blue post on nerfing a character = the replies here pass 200 today.
I feel like the issue is that RMB does too much damage. If it was 20 damage a bullet (instead of 35), he could still 1 shot most squishy targets (keep in mind headshots are easy to land vs stunned targets), but higher health characters would survive at least long enough to press a button. It would also help deal with the issue where spamming RMB is often more effective than using his LMB.

Would also help make things like Torb Armor Packs relevant because that's the difference between a one shot by McCree and surviving.
05/31/2016 10:43 AMPosted by Geoff Goodman
I've been watching McCree carefully since we've released. McCree's flashbang plays an important role in being a strong option against very fast/agile teams (tracers/genjis/etc). It is also a nice tool to prevent close range devastating abilities and ultimates such as Reaper's Death Blossom.

That said, its probably a bit too good at dealing damage to higher health targets such as Tanks and barriers. I don't have any concrete changes yet, but I'm going to be testing some things internally to see how he plays.


Please do something about Fan the Hammer. It feels terrible to play Reaper who is supposed to be close range specialist that wrecks tanks when McCree does your job 1000x better.
05/31/2016 10:43 AMPosted by Geoff Goodman
I've been watching McCree carefully since we've released. McCree's flashbang plays an important role in being a strong option against very fast/agile teams (tracers/genjis/etc). It is also a nice tool to prevent close range devastating abilities and ultimates such as Reaper's Death Blossom.

That said, its probably a bit too good at dealing damage to higher health targets such as Tanks and barriers. I don't have any concrete changes yet, but I'm going to be testing some things internally to see how he plays.


Flash bang needs to be nerfed even as mei its almost literally impossible to counter since usually the person can get the flash bang off before you can even complete your animation to transform with SHIFT, fact other classes can't even counter it.

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