McCree Passive

General Discussion
I was thinking of McCree having a passive similar to his deadeye ultimate.

Only this time it doesnt instantly executes the target but instead provides a buff that increases his damage to that target. However the downside is that if the target leaves his line of the sight then the buff would revert back to 0 much like his ult.

Here are specifics:
"A well placed shot"
Provides a buff to McCree that increases his damage against a target in his line of sight. The longer he keeps his sight on the target the greater the damage buff. However if the target leaves his line of sight, after a short delay the buff resets.

Focus Time: this is the time a target must spend in his line of sight in order for the buff to viable.
A second is the shortest time while 3 seconds is the cap time for the maximum buff damage.

Buff damage percentage: for the first second the initial starting percentage is 20% buff damage. For the next consecutive second the dmg increases by 15%, a total of 35%. Then for the cap dmg buff another 15% is added making a total damage increase cap of 50%.

Conditions
Though this is as long as McCree tracked his target well. In order to help players know if the buff has reached its cap damage; targetted players will have a shade of orange (similar to the one he emits in his ult) that will slowly radiate from players growing from a small shade until it outlines the target's frame. Players with fully outlined shades of orange or at cap % would leave a small trail behind (like tracer's) so that McCree can track the general direction the player is headed so he can maintain the buff.

Fallout time.
I mentioned that if McCree loses sight of his target, the damage buff would be removed but a fall out time is needed before the buff would reset; likely between 0.5 - 0.7 seconds.

This would make McCree a single target specialist, becoming most effective at close range. He only needs to keep tab of one target for 3 seconds and he can potentially execute the target with one critical shot. Also,This will make him more dangerous at long term skirmishes especially if an enemy gets too greedy. Fan the hammer's viability would also increase as if an enemy gets too close or careless, McCree can deal tons of dmg in a split second, only IF he had kept his line of sight of the target for at least 3 seconds. He will still be weak against high mobility heroes although this will give him a fighting chance in return with other heroes.

So what do you guys think?

(Optional) @ if a target with cap 50% damage increase and McCree activates deadeye, the rate in which McCree's ult locks in would be 50% faster.
No coz in the higher ranks McCree is a pain in the !@#.

He does 130 damage with a head shot and 70 base shot, if he had a buff to that it would be simply broken.

I remember in season 2, They tried to make McCree have no fall off damage and He was literally a sniper with his pistol that they had to revert it because it was a legitimate nightmore
McCree doesn't need damage buff, he just needs some retool over his kit.

His damage is fine and should be untouched.
04/17/2017 11:33 AMPosted by ranD
No coz in the higher ranks McCree is a pain in the !@#.

He does 130 damage with a head shot and 70 base shot, if he had a buff to that it would be simply broken.

I remember in season 2, They tried to make McCree have no fall off damage and He was literally a sniper with his pistol that they had to revert it because it was a legitimate nightmore


Well it depends on the range, besides that is only if the fall off damage is removed. However even with a 50% dmg increase his efficiency is only noticed at close to medium range. Even then the enemy can hide or even wait out until the buff resets. Even at long range the dmg is still well, sh*t. An added 10 dmg can help although it will only be for those exposed targets like pharah or hanzo.
04/17/2017 11:41 AMPosted by gasSohall95
McCree doesn't need damage buff, he just needs some retool over his kit.

His damage is fine and should be untouched.


I agree wholeheartedly that his kit should be retooled however if the team decides on keeping his current kit then well we should just keep speculating i guess

Besides 76's was buffed even though at the time he was already a high tier character
04/17/2017 11:51 AMPosted by ImaBest
04/17/2017 11:41 AMPosted by gasSohall95
McCree doesn't need damage buff, he just needs some retool over his kit.

His damage is fine and should be untouched.


I agree wholeheartedly that his kit should be retooled however if the team decides on keeping his current kit then well we should just keep speculating i guess

Besides 76's was buffed even though at the time he was already a high tier character


Yah, and 76 is about to get nerfed again as they've already said he's doing too much damage now. Can't really compare the two. Ultimately, no problems at all with his damage, just the retool and he'll be back to being perfect.
McCree would only need a bit of a damage falloff increase. He is a little underpowered but that's just because the risk-reward of playing him versus soldier isn't worth it.

04/17/2017 11:33 AMPosted by ranD
No coz in the higher ranks McCree is a pain in the !@#.

He does 130 damage with a head shot and 70 base shot, if he had a buff to that it would be simply broken.

I remember in season 2, They tried to make McCree have no fall off damage and He was literally a sniper with his pistol that they had to revert it because it was a legitimate nightmore


McCree isn't seen in the higher ranks though. Only soldier is often played as hitscan.
McCree's damage is fine. He just needs a rework on his ultimate and E skill.

Stun should not start counting until his target touches ground and remove all momentum.

Ultimate should fire instantly, ie hitscan, at all locked targets.
I'd be really happy if McCree got a better ultimate, I've got an idea to change Deadeye and would like to share it.

The new Deadeye keeps the same concept, McCree locks on targets. After a short time, targets will be marked with a skull, the difference is, that McCree doesn't shoot at the end and the targets remain marked for 10 or more seconds (the marks are not visible through walls). McCree now gets an one-shot-kill (or heavily increased damage) with his Peacekeeper (LMB) on marked targets. Marked targets will receive a visible sign on screen to let them know that they've been targeted. The new Deadeye can only be cancelled, but anytime you want so you can choose to only mark 1 or 2 opponents f.e. This would make Deadeye more useful in general imo and fits his role better as anti flanker since you don't necessarily have to get on highground (out of position) now and can use it behind a shield to force the opponents to retreat or put them in a disadvantageous position if they engage. It also has a use with all these barriers that are always there and would be a effective zoning ultimate. I feel like Deadeye is like D.Va's old Defense Matrix, which only needed to be less restrictive to become a good ability.

Here's another idea:
McCree loads one revolver drum of silver bullets that deal 50% more damage than his normal bullets, have no damage drop off and can pierce shields/barriers (they only pierce, not destroy them!) but only deal normal damage if they do. This ultimate has a lot more uses than the Deadeye McCree has at the moment. It can be used to win a duel that you otherwise can't win and stay alive in important situations. Or it can be used to disrupt the enemy team whilst they're approaching behind their barriers. What do you think?

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