How is hanzo coming along?

General Discussion
1 2 3 18 Next
Highly Rated
Hanzo main here (over 400 hours on console). With the recent sombra buff I actually have some hope that hanzo is going to be more viable in the coming changes. I just wanted to know if you guys are leaning towards the rework more or the scatter nerf instead? Im kind of nervous if you guys plan to improve hanzo in other areas (his primary). Will we expect a coming ptr change in less than 6 months? Or maybe take more time trying out new things? Im sure a lot of hanzo players feel anxious about hanzo
Feb 9 -132
He's fine but just don't pick him in comp.
02/08/2018 04:54 PMPosted by Junkstyle
He's fine but just don't pick him in comp.


Nice that totally makes sense, if you feel a hero should not be ever played on comp then its more of a reason to get a reply from jeff before other people make this a nerf hanzo thread. 0.0 Jeff hurry please! Lol
There are many Jeffs, Ed-boy
He will either be subftier or brokenly overpowered that is all they do at blizzard.
What changes would you like to see? Is there anything you hope they don’t do?
They announced that they're getting rid of scatter arrow did they not?
02/08/2018 05:23 PMPosted by Aepherion
What changes would you like to see? Is there anything you hope they don’t do?


I personally would love to have hanzos primary buffed. If scatters really does get removed for some agility then I would love it if hanzos arrows increases to 300HP. The reason why is because scatters at the moment is the best way for hanzo to fight off tanks, widow has reliable 300 headshot damage so she can basically 2 shot tanks. 250hp is not so great once scatters are gone so the best way for hanzo to compensate for damage would bento increase headshot damage to 300. This also promotes aiming for the head instead of how other hanzos love to shoot the floor. (im guilty of that too)

With hanzo only having to rely on his primary to get his kills after scatters are gone, I would like to see his arrows travel faster. the reason why is because at the moment hanzo is semi-reliable at mid range but extremely based on luck at farther ranges. I get satisfied landing headshots from far ranges and getting that sweet kill while predicting my enemies movement, my biggest issue is that most of those kills at far range are pure luck or the enemy was literally walking in a straight line. Hanzo is meant to be extremely deadly at medium to long range right? Thats honestly what most players want out of hanzo, I could care any less if hanzo is meant for close or far range but I would seriously love to be rewarded for my aiming skills rather than dumb luck when shooting targets at far range.

With scatters gone, I would love maybe an ability that allows hanzo to break contact from his enemies. Hanzos biggest weakness is his survivability, the guy can only wallclimb for a 50% chance at maybe getting out alive. Dive comp is already really strong, I would love it if hanzo had an escape ability or something a ninja could do, we cant forget hanzo is still a highly trained assassin. He should have abilities that can help him break contact. Maybe a smokebomb that teleports him, sort of how reaper works but obviously way faster.

There are a few times I would like it if hanzo could charge his bow even faster than he does now but that would promote arrow spam and I actually dont want hanzo to be that way. Only reason I ever considered this is for tracer, tracer is the toughest hero to hit as hanzo. Especially as you go up high in ranks, on console its by far the toughest character to take down. Thats honestly why I would ever ask for a slightly “even faster” bow charge. These are just my thoughts though, what about you? What would you like to see?
We're still working on him so it might be a bit early to talk about where we are right now.

What I can do is mention a few things we have tried that haven't worked so far, that might be interesting.

We tried replacing Scatter Arrow with Piercing Arrow, which was an arrow that had an extremely fast projectile speed and would pierce through enemies and barriers. This was pretty fun as a 'snipey' arrow that you could occasionally take a super long-ranged shot at an enemy widow, pharah, or just a support in their back lines. Ultimately though, it was pretty frustrating to be feeling safe behind a barrier and get headshot through it and die.

Another thing we played with was just changing Scatter significantly. The most successful version was one where it had a very fast projectile speed, could only ricochet one time, could no longer split off the floor, and had a much tighter spread. This version removed the floor scatter entirely but added some new options in either using it as a long-range sniper shot or using it more accurately off a single wall (or ceiling). This one was pretty fun but mostly just felt really hard to use consistently. There were some areas of maps where it felt useful and fun but a lot of the time there weren't any usable surfaces around to cause a split, and using your cooldown to merely increase the projectile speed of your shot didn't feel great as a common use-case.

Another crazy thing we playtested a few times was a new ability bound to his Reload key (which is currently unused). This ability would have a small animation delay (~2-3 seconds) after which your cooldowns would reset. This meant if you wanted to sacrifice some normal shots you could forcibly reset your special arrows. This was pretty interesting when paired with the Piercing Arrow idea, but felt pretty crazy with Sonic Arrow. This idea overall wasn't bad but I think its shelved for now.

We're still narrowing in on what broad direction to take him, and what would make you really glad to have him on your team etc.
Highly Rated
02/08/2018 06:01 PMPosted by Geoff Goodman
We're still working on him so it might be a bit early to talk about where we are right now.

What I can do is mention a few things we have tried that haven't worked so far, that might be interesting.

We tried replacing Scatter Arrow with Piercing Arrow, which was an arrow that had an extremely fast projectile speed and would pierce through enemies and barriers. This was pretty fun as a 'snipey' arrow that you could occasionally take a super long-ranged shot at an enemy widow, pharah, or just a support in their back lines. Ultimately though, it was pretty frustrating to be feeling safe behind a barrier and get headshot through it and die.

Another thing we played with was just changing Scatter significantly. The most successful version was one where it had a very fast projectile speed, could only ricochet one time, could no longer split off the floor, and had a much tighter spread. This version removed the floor scatter entirely but added some new options in either using it as a long-range sniper shot or using it more accurately off a single wall (or ceiling). This one was pretty fun but mostly just felt really hard to use consistently. There were some areas of maps where it felt useful and fun but a lot of the time there weren't any usable surfaces around to cause a split, and using your cooldown to merely increase the projectile speed of your shot didn't feel great as a common use-case.

Another crazy thing we playtested a few times was a new ability bound to his Reload key (which is currently unused). This ability would have a small animation delay (~2-3 seconds) after which your cooldowns would reset. This meant if you wanted to sacrifice some normal shots you could forcibly reset your special arrows. This was pretty interesting when paired with the Piercing Arrow idea, but felt pretty crazy with Sonic Arrow. This idea overall wasn't bad but I think its shelved for now.

We're still narrowing in on what broad direction to take him, and what would make you really glad to have him on your team etc.


Only a minute after !

I also love how you guys are responding to threads so often recently it really is nice to be let in on this kind of thing. Thanks for the updates
Highly Rated
02/08/2018 06:01 PMPosted by Geoff Goodman
We're still working on him so it might be a bit early to talk about where we are right now.

What I can do is mention a few things we have tried that haven't worked so far, that might be interesting.

We tried replacing Scatter Arrow with Piercing Arrow, which was an arrow that had an extremely fast projectile speed and would pierce through enemies and barriers. This was pretty fun as a 'snipey' arrow that you could occasionally take a super long-ranged shot at an enemy widow, pharah, or just a support in their back lines. Ultimately though, it was pretty frustrating to be feeling safe behind a barrier and get headshot through it and die.

Another thing we played with was just changing Scatter significantly. The most successful version was one where it had a very fast projectile speed, could only ricochet one time, could no longer split off the floor, and had a much tighter spread. This version removed the floor scatter entirely but added some new options in either using it as a long-range sniper shot or using it more accurately off a single wall (or ceiling). This one was pretty fun but mostly just felt really hard to use consistently. There were some areas of maps where it felt useful and fun but a lot of the time there weren't any usable surfaces around to cause a split, and using your cooldown to merely increase the projectile speed of your shot didn't feel great as a common use-case.

Another crazy thing we playtested a few times was a new ability bound to his Reload key (which is currently unused). This ability would have a small animation delay (~2-3 seconds) after which your cooldowns would reset. This meant if you wanted to sacrifice some normal shots you could forcibly reset your special arrows. This was pretty interesting when paired with the Piercing Arrow idea, but felt pretty crazy with Sonic Arrow. This idea overall wasn't bad but I think its shelved for now.

We're still narrowing in on what broad direction to take him, and what would make you really glad to have him on your team etc.
Use this post to rate Jeff's.
02/08/2018 06:01 PMPosted by Geoff Goodman
We're still working on him so it might be a bit early to talk about where we are right now.

What I can do is mention a few things we have tried that haven't worked so far, that might be interesting.

We tried replacing Scatter Arrow with Piercing Arrow, which was an arrow that had an extremely fast projectile speed and would pierce through enemies and barriers. This was pretty fun as a 'snipey' arrow that you could occasionally take a super long-ranged shot at an enemy widow, pharah, or just a support in their back lines. Ultimately though, it was pretty frustrating to be feeling safe behind a barrier and get headshot through it and die.

Another thing we played with was just changing Scatter significantly. The most successful version was one where it had a very fast projectile speed, could only ricochet one time, could no longer split off the floor, and had a much tighter spread. This version removed the floor scatter entirely but added some new options in either using it as a long-range sniper shot or using it more accurately off a single wall (or ceiling). This one was pretty fun but mostly just felt really hard to use consistently. There were some areas of maps where it felt useful and fun but a lot of the time there weren't any usable surfaces around to cause a split, and using your cooldown to merely increase the projectile speed of your shot didn't feel great as a common use-case.

Another crazy thing we playtested a few times was a new ability bound to his Reload key (which is currently unused). This ability would have a small animation delay (~2-3 seconds) after which your cooldowns would reset. This meant if you wanted to sacrifice some normal shots you could forcibly reset your special arrows. This was pretty interesting when paired with the Piercing Arrow idea, but felt pretty crazy with Sonic Arrow. This idea overall wasn't bad but I think its shelved for now.

We're still narrowing in on what broad direction to take him, and what would make you really glad to have him on your team etc.


Just make anything that counters dive please.
02/08/2018 06:01 PMPosted by Geoff Goodman
We're still working on him so it might be a bit early to talk about where we are right now.

What I can do is mention a few things we have tried that haven't worked so far, that might be interesting.

We tried replacing Scatter Arrow with Piercing Arrow, which was an arrow that had an extremely fast projectile speed and would pierce through enemies and barriers. This was pretty fun as a 'snipey' arrow that you could occasionally take a super long-ranged shot at an enemy widow, pharah, or just a support in their back lines. Ultimately though, it was pretty frustrating to be feeling safe behind a barrier and get headshot through it and die.

Another thing we played with was just changing Scatter significantly. The most successful version was one where it had a very fast projectile speed, could only ricochet one time, could no longer split off the floor, and had a much tighter spread. This version removed the floor scatter entirely but added some new options in either using it as a long-range sniper shot or using it more accurately off a single wall (or ceiling). This one was pretty fun but mostly just felt really hard to use consistently. There were some areas of maps where it felt useful and fun but a lot of the time there weren't any usable surfaces around to cause a split, and using your cooldown to merely increase the projectile speed of your shot didn't feel great as a common use-case.

Another crazy thing we playtested a few times was a new ability bound to his Reload key (which is currently unused). This ability would have a small animation delay (~2-3 seconds) after which your cooldowns would reset. This meant if you wanted to sacrifice some normal shots you could forcibly reset your special arrows. This was pretty interesting when paired with the Piercing Arrow idea, but felt pretty crazy with Sonic Arrow. This idea overall wasn't bad but I think its shelved for now.

We're still narrowing in on what broad direction to take him, and what would make you really glad to have him on your team etc.


Have you tried Homing Arrows?
Great to have an insight in to your design process Geoff!

I particularly like the 'utility' path you've been exploring and I'm sure you can find a way to rework/replace scatter with something to enhance the Hanzo experience!

Keep up the great work! :)
Highly Rated
02/08/2018 06:03 PMPosted by Crusher55
02/08/2018 06:01 PMPosted by Geoff Goodman
We're still working on him so it might be a bit early to talk about where we are right now.

What I can do is mention a few things we have tried that haven't worked so far, that might be interesting.

We tried replacing Scatter Arrow with Piercing Arrow, which was an arrow that had an extremely fast projectile speed and would pierce through enemies and barriers. This was pretty fun as a 'snipey' arrow that you could occasionally take a super long-ranged shot at an enemy widow, pharah, or just a support in their back lines. Ultimately though, it was pretty frustrating to be feeling safe behind a barrier and get headshot through it and die.

Another thing we played with was just changing Scatter significantly. The most successful version was one where it had a very fast projectile speed, could only ricochet one time, could no longer split off the floor, and had a much tighter spread. This version removed the floor scatter entirely but added some new options in either using it as a long-range sniper shot or using it more accurately off a single wall (or ceiling). This one was pretty fun but mostly just felt really hard to use consistently. There were some areas of maps where it felt useful and fun but a lot of the time there weren't any usable surfaces around to cause a split, and using your cooldown to merely increase the projectile speed of your shot didn't feel great as a common use-case.

Another crazy thing we playtested a few times was a new ability bound to his Reload key (which is currently unused). This ability would have a small animation delay (~2-3 seconds) after which your cooldowns would reset. This meant if you wanted to sacrifice some normal shots you could forcibly reset your special arrows. This was pretty interesting when paired with the Piercing Arrow idea, but felt pretty crazy with Sonic Arrow. This idea overall wasn't bad but I think its shelved for now.

We're still narrowing in on what broad direction to take him, and what would make you really glad to have him on your team etc.
Use this post to rate Jeff's.


Am I the only one who thinks its really lame when people do this?
So far I'm agreeing with the Piercing Arrow, at least you'll have to aim to headshot someone behind a barrier.

I don't know many people who actually stand still behind a barrier but I guess it'd be OP to get damage boosted or something and hit a Rein or Orisa in the head an 1 shot them LOL
“We're still narrowing in on what broad direction to take him, and what would make you really glad to have him on your team etc.”

I hope this applies to Symmetra as well!
See, this is awesome feedback. Thanks for the communication!
02/08/2018 06:01 PMPosted by Geoff Goodman
The most successful version was one where it had a very fast projectile speed, could only ricochet one time, could no longer split off the floor, and had a much tighter spread. This version removed the floor scatter entirely but added some new options in either using it as a long-range sniper shot or using it more accurately off a single wall (or ceiling). This one was pretty fun but mostly just felt really hard to use consistently. There were some areas of maps where it felt useful and fun but a lot of the time there weren't any usable surfaces around to cause a split, and using your cooldown to merely increase the projectile speed of your shot didn't feel great as a common use-case.

If you had a skillshot indicator like in Heroes of the Storm with this version, which shows the path of the bounced arrow...

https://youtu.be/t6wRlSIcF2Y?t=1m37s

This could make it easier and more consistent. Would make it feel amazing to pull off, and give more oomph to "Simple Geometry".
What about a snare arrow instead of scatter? Hitting a target slows them by a percentage?

Join the Conversation

Return to Forum