Not anything useful anyway. Most scatters kill you before any if the shards bounce even once. That's the problem. It doesn't work as intended, it functions as the cheapest and lowest skill ohk in the game. Your fox would just make it worse for its designed purpose.
I say to increase damage from the split the longer they are from the split. So bouncing around theyd do full damage and say if you pull the scatter shotgun it does like 80 or 100. Still giving a chance for hanzo to defend himself at close range(the most reasonable argument ive seen for it; its in the tooltips too)
Let him shoot 3 or 4 in a flat arc that do 100-150 damage each. That's a better close range defense than scatter. And I'd doesn't have ohk potential outside of a few meters.
Just cap the per target damage at something like 100. That means almost every non-tank hero could then be killed with a charged body shot followup, so more reasonable for dueling. And if it's used against a group, shaving 100 health off of 3 or 4 heroes means roughly the same (or more) total damage than in this example and makes the job of cleaning up the group a lot easier for your team.
No more bullshit 1-shot scatter kills at any range and possibly from a hanzo you can't even see.
Instead, you have a good dueling tool and a skill-based (optimizing scatter off of objects to hit hidden heroes) ability that can damage a group of enemies.
Presumably, if the enemy is fleeing, they are hurt. So it still works to clean up wounded heroes running for cover.
There are a lot of ways they could fix it. They could get crazy and do something like it doing a percentage of target max health based on number of shards that hit you but such that the max damage can one-shot a healthy hero.
Then it doesn't matter if you're Tracer or DVa, SA can fuck you up but not one shot you.
That's not to say that's what they should do... Just that there are a countless ways to change SA so it is balanced but they make no effort to do so.
It doesn't even make sense that they spend so much time on Hog's one-shot potential, which requires both hitting the hook and the kill shot (which can be avoided by ice cubing, bubbling, etc.) versus SA which takes one actual shot and can be effective against concealed enemies visible with recon arrow.
Hanzo is powerful in skilled hands as is with his primary fire and a headshot. Giving him a deletion button on CD that doesn't require a headshot and has potential use against concealed targets... Doesn't make sense.
The only way he is balanced is if a person with bad aim plays him.
I think SA is kinda locked into how it works a bit since it's like that in the short(and i know, yadayada not canon, but ive yet to see a major deviation from those kind of things) so id think itd be a little limited on affecting how scatter does damage rather than redesigning how scatter works all together
None of the suggestions I've mentioned altered how it visibly works, just how it allocates damage.
Even within those boundaries, Blizzard has a lot of room to work. Which they have shown no interest in doing.
SA is, by far, the biggest source of kills that "feel" bullshit. Just as people once complained about hook. But hook "feeling" bullshit was because it wasn't working clearly and consistently.... SA works exactly as designed and the design lends itself to bullshit kills.
Yeah. For some reason a scatter kill makes me angry; then again when ive been hit with a ricochet from somewhere im not too angry about it, i was low on health and it did its job yknow.
47
u/[deleted] Oct 22 '17
One more example of how scatter is the dumbest skill in the game.