There’s a myriad of options that could be done to fairly curb genji and aligning him with a more situational design, it just involves the realization that maybe a hyper-diving hero shouldn’t pierce better than snipers, diver better than melee counter parts, have resets to get back out again, or have as much damage mitigation and avoidance as currently available. Remove hero-pierce for swift strike, or only make it conditional Or shifting what gets reset (trigger agility instead of swift strike) Removing base-line reset (not even narrowing it regulate it to a talent) If he’s not going to be a ‘best’ at his focus, his niche, then he’s going to need to be restructured to not have so many effects from the get-go, which will, consequently demand a power shift.Ĭurbing his inherent mobility (ignoring terrain) Part of the issue of genji is that a lot of his focus is inherent to his base-kit and it just creates problems by having too much ‘utility’ base-line. While some of the stat-aspects for him are lacking, and in less organized games that don’t compensate for his focus (or lack the skill to make use of it) people may pick up just so other’s don’t, so its sometimes its denial by ban or pick or playing to the pick and hoping for mistakes of the like.
Gengji is a hyper-focused character while the intent is to have clear weaknesses or gaps in the kit as an exchange on the power-balance of the hero, the core effect is that he’s hyper-focused on the same design effect that breaks other games: just killing the enemy. If a hero can ensure the death of an enemy hero, he has countered their role, and the rest of the allied side can offset the rest of the functions needed to press the other side back.Īny sort of ‘rpg’ or the like usually tries to offer a balance of options, with the result that a particularly focused character-build can break the system - games like the suikodens, final fantasties, and so on have ways to make a hyper-focused character that obliterates the casual game design for beating the game.
#BEST TANK BUSTER IN HOTS PATCH#
Through countless nerfs patch after patch after patch Genji is still the most popular and most banned hero in Masters and the pro scene, for good reason too.ĭespite the idea of how important other roles can be in a team brawler, none of those really matter if the enemy is dead.ĭon’t cap objectives or claim mercs, or content points, But no other hero in the game punishes getting low like Genji does. You try and make plays, you get low, your healer heals you up, and you try again. Getting low is just a natural part of how teamfights work. The only problem is that this is not something you can control. So getting low on health is not an option. Anyone within Genji’s terror radius is guaranteed to die (at master level). He has what we call a “Terror Radius” which is the area of his swift strike + cyber agility added together. Joking aside, no other hero can guarantee a death like Genji can. But only with the Genji (and this has been true since the day he was released) is death sure, hence his handle: ‘Death Incarnate’ pretty cool huh?” “In HotS, the saying goes when you are low on health, a Tracer can kill you, a Mephisto can kill you, and a Genji can kill you. There is no such thing as a “Genji Main” in the pro-scene because no pro will ever realistically be able to play Genji because of his perma-ban status.
After maintaining an impressive 100% banrate at HGC, I think it’s time this discussion be brought up once again. HGC casters will not even entertain the possibility of a Genji pick because it is completely out of the question. If you are not Master or have Master’s MMR, then congratulations, you may skip this post! But for those of you who are, Genji has STILL after countless nerfs presented a serious problem for the masters+ bracket.