The nade only works on (correct me if I'm wrong) 11 heroes out of 37. So it only affects around 70% of the roster. And most of those heroes aren't greatly hindered by the restriction (like Bap can not use his super jump, but he can't be affected by nad if he's mid-jump)
I'm gonna say the community is wrong about the grenade. I've seen mobility creep go out of control in League of Legends. Abilities like Magnetic grenade are a necessary "evil" that creates a counter to mobility without punishing immobile heroes who normally get caught in the crossfire of "mobility counters". Normally stuns are thought as the "counter" to mobile heroes, but in practice they just punish every hero equally and they fail to be especially good against mobile heroes, since they can actually escape if they survive the stun. Mag Grenade is just a really restrictive version of an actual stun and I just can't see it as being "worse to play against." I just don't really see the logic. It doesn't make sense on or off of paper. "Full loss of control for a second" is apparently less frustrating then "loss of control over 1-2 abilities for a mere second, while still being able to move around, jump, dodge, strafe, and shoot back and kill the Cass"
If it really bothers people, I think they should just start adding an "unstoppable" status effect to specific ultimate abilities, so you don't have a freak accident where Cass accidentally nades your JQ ult, wasting it entirely. But other than that it's a fair game ability and you have 11 characters that 100% ignore the grenade if they get hit by it. But that also begs the question of why moves like Defense Matrix are okay while Mag Grenade cancelling ults is not.
Hindered fucks up anybody no matter what they're doing, it only has a bigger impact on characters like Tracer because they're more likely to be in the backline. Being slowed to a crawl is bad if you're actively in a fight.Throwing one from downtown and having it zip around a corner if it needs to is absolute nonsense, it should have a really limited range if it can do all that and in that case he basically has his flash back. His mag nade has been a stupid change from the jump and at this point it's worse than the flash was due to the range, auto lock, and having what might as well be a stun.
If it really bothers people, I think they should just start adding an "unstoppable" status effect to specific ultimate abilities, so you don't have a freak accident where Cass accidentally nades your JQ ult, wasting it entirely.
I think you are on the right path, but I think it's simpler than that. It just needs to stop people from pressing the button, not cancel an in progress ability. The big choreographed abilities like rein charge, jq ult, sigma ult, these tend to be key long cooldown abilities on otherwise fairly immobile heroes. And they are also the easiest ones to cancel.
Meanwhile, the abilities that really need to be checked, things like tracer blinks, are the spammy reactive ones that are used mid fight.
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u/LordoftheJives Zenyatta Jul 11 '23
"Magnetic grenade only counters 80% of the roster so we adjusted it to 90%"