What's the Difference Between a Good VS Bad One Shot?
ฝัง
- เผยแพร่เมื่อ 5 ก.พ. 2025
- One shots have been in games for years and they've been controversial in nearly every iteration. It doesn't take a scientist to understand why this is, but what if I were to say that there is a difference between a good or bad one shot in a game?
Catch myself and Sunny live on twitch!
/ pixelrory
My Socials:
/ pixeirory
/ pixelrory
Join my Discord! - / discord
Join this channel to get access to perks:
/ @pixelrory
Why do so many of you play brawl stars. Where did you all come from.
Pretty good game that has been around for years. And you can summon players from any game by saying their keyword, guess the "reverse fall-off" was the Brawl Stars' one this time
We are everywhere
Me commenting about Piper:
Its currently one of the best mobile games (statistics wise) and has been blowing up recently
Its one of the few fun mobile games in my opinion
Good one shot: when I one shot people
Bad one shot: when I got one shot
💀💀
The most factually correct words ever said
“Quite a puzzle, isn’t it?”
-Zenyatta
dont forget one shots onto one shot charaters
that is almost quite literally what he said at the end of the video
For the "reverse fall off" mechanic, battlefield 1 had something similar where guns deal maximum damage at specific ranges rather than just at the barrel. I don't remember if that actually changes too much for the one shot capability on most rifles, but it's there
I think the Martini Henry in that game really made that design shine. It was a strong one shot at most normal engagement ranges, but also, it was only one shot, followed by a long reload. There was no second chances.
Wasn't the sweet spot mechanic kept to specifically the sniper rifles?
I hardly used them and I haven't played bf1 that I could be misrembering
Battlebit also has reverse fall off, snipers in close range need to headshot or they die
The sweet spot was the best mechanic. Every weapon had its own effective range, and for some it was 50-70m bodyshot one shot, for others it was 120+ m for a one shot. this meant that every sniper could find their weapon of choice based on their preferred engagement distance. Implementing something like this into valorant could break the balance, but they could try something like that for widow in overwatch or sojourn.
Every marksman and sniper has that mechanic (except like, 1) and they vary from short, medium and long. Damn I love battlefield 1, thats a once in a lifetime game design wise
Instructions unclear, my friends hated that dnd session
this is the best comment on the video
Dnd one shots are goated i never have to actually invest a billion years fleshing out characters
I was looking for this comment😂
@@thepigeonman_I don’t think that it was the one shot you’re thinking of.
@@esperiandawn155 tomato tomahto
My ass just rememberd paladins exists after almost 4 years just because of constelation guy being in the thumbnail
he didn't even mention it in the video. It's like... beyond memory holed at this point
@@theBlindDeafMute maybe paladins is just a Mandela effect and it never existed
Step into the light...
@@ZoneOutWay2AND PERISH ⭐️⭐️⭐️💫🌠
@@Michael-no1ho Announcer: RAMPAGE!
As someone who has been distracted by splatoon quite a bit recently I do think it is a good example of a sniper done well, though mainly through the context of the game. Chargers can only oneshot when fully charged, so no quickscopes. You also have a giant laser where you are looking while you have any amount of charge, so it is noticable if you don't keep that in mind. Everyone also has access to a stealth option in swimming, which also to note chargers that oneshot are not good at taking areas with ink compared to the other longer range options. Anyway sorry about the random tangent, and there are probably things I missed about chargers, but I just think it's neat
chargers also usually have weak paint output which is a notable cost in a game like splatoon. splat is also fast in general so their slow speed becomes even more of a key weakness.
Agree with you. They’re pretty fair and balanced. Whenever I was killed by a sniper in Splatoon I’d always admire their skill and also know it was most likely my own fault for bad positioning and slow reaction time lol.
I agree in the first 2 games to an extent due to more maps being better designed. Splatoon 3 however, sometimes that enemy eliter is just unkillable and the ability to just jump out when people get too close which most chargers do the higher level you are. With all the hallways its really hard to not cross an area that they lock down entirely. The only way to deal with them is to use specials but that opens another can of worms.
some additional points:
- most oneshot-chargers have extremely limited mobility (exceptions being Squiffer and Goo Tuber, who's gimmicks allow them to basically play as more aggressive midliners anyways). This paired with the laser sight means that if you give away your position, you are reliant on your teammates to protect you from being rushed down.
- Charger shots, while being very long range, are still limited at a certain range, which means even if you are visible to a sniper, you can still back up to survive.
- as stated in the video "getting behind cover" is actually much more viable against chargers than most weapons in the game, since almost every weapon class has bullet Arc or AOE to shoot over cover, but chargers do not.
The one shots in splatoon are some of the most balanced in any game. You have to be close with rollers, blasters shoot slow and stringers require multiple bullets to hit and splatanas require you to get close. I don’t find any of them unfair to fight as they have obvious counter play. Eliter is really annoying with the map design though.
Sol Badguy jumpscare
was looking for this comment
Sash Funguy
sam goodguy
Sol Dude…guy?
Sol Catguy
piper from brawlstars has "reverse fall off" as a mechanic. she is technically not doing 1 shot in max range but like, she does have reverse fall off. she used to be a really skillful character and a great example of a sniper character but the devs gave her abilities that fucks over someone in close range, so she kinda became way easier.
I was about to say that, but still even with that she has her super and gadget which are annoying to deal with
Edit: I just noticed that you mentioned her other close range abilities
power creep is unfortunately inevitable, and also both of her gadgets can be baited like her super.
Under the right conditions such as damage gear and ambush, I’m pretty sure she can one shot a few characters? Idk I haven’t checked in a while
@@naturescorruptedinfactorie8062 true but when will that realistically happen
Auto-aimer has been in the game for 3 years and it has never changed in those 3 years. It's only 2024 that people suddenly hate on it.
Hi, guilty gear xrd player here, for a quick correction on instant kills
1) missing link is the only GG game that allows you to cancel the opponents IK stance
2) in specific there are 2 IK modes in guilty gear xrd, red IK which cannot be combo'ed into and gold IK which upon activating IK has to meet requirements otherwise it you will go into red IK
3) IK's will end the round, so if you whiff you do lose your tension bar, but on hit it will start a new round, giving you your tension bar back. To add onto this, red IK has a very long startup meaning that as long as its hit before the screen freeze it will counter the move and still take the tension bar
Team Fortress 2 has reverse fall-off for a single weapon: the Crusader's Crossbow unlock for the Medic. And it's more often used for healing than for damage.
Also a fun fact: no one started defending the Sniper with their lives before players started to notice how insanely powerful a good Sniper could be compared to any other class in the game. No matter how skilled a Soldier, a Heavy, a Scout, a Pyro, a Demoman or whatever can be, none of them can completely lock down a strategic position like a Sniper can. When the only viable counter to a Sniper is another Sniper, it's time to admit that something is wrong.
Ambassador spy:🗿
The one shot itself isn’t bad it’s the fact that he can defend himself against more than one person when his strategic plan fails, he’s designed more like a tekken character than a street fighter character like the rest of the tf2 cast.
I think one thing that people can understand makes a 1 shot character bullshit to fight against is if their ways of performing one-shots are reliable or not
If your one-shot one-kill power can be replicated with relative ease, it becomes really frustrating for the player on the receiving end. It's why people dislike round-start possible infinites. A tech that cannot be defended against because the player has figured out a way to reliably do it or not makes that one-shot bad.
In sniper's case, his is reliable but heavily map dependent, cause he can't effectively lock down a position if the map is full of tight close corner to corner corridors with few spots for sniping at a safe distance.
On the flipside, spy is more fair even with face-stabbing and trickstabbing as those methods are not just difficult to learn in comparison to sniping, but it's also heavily inconsistent as well. Unlike sniper, spy's reliable zone of killing intersects with his dangerzone of immediate death on mistake. If he doesn't plan carefully, spy is as good as dead in the fight with no actual chance of running away unless you luck out and have a teammate or group of teammates nearby to take the heat off of you
Cracked scout: impossible to outrun or hide from, practically unkillable, prevents you from just existing anywhere on the map.
Cracked sniper: uhhh holds a choke, I guess?
Yeah, no, I'm way more afraid of a scout.
@@AliceLoverdrivesentries, pyro, splash damage, literally just the direct hit, a good sniper
Even the best scouts have a way to be countered, the best snipers can only be killed by another sniper consistently
The kraber from titanfall 2 always seemed pretty fair. With everyone going so fast and the shots going so slow
In a game all about movement... and it being the only sniper to be able to 1 shot without a headshot. It makes sense. It's the clunky, bolt action 50 cal. And in a game of 6v6, you only have 4 shots then a long reload. So it feels more fair because you can close that distance at the risk of haveing your toes shot and you just collapse
@@YumiDodo to be fair everyone who uses the kraber without memeing (riccochet + threat scope) will usually use extended mag to bring the capacity up to 7 shots and fast scope to stand a fighting chance. quick reload ist also an option but way less reliable when you miss a bunch during a high range duel.
@Yuural that's a very fair point. But in a game that has movement that fast, it doesn't feel bad to just get on tapped anywhere on your body because of how hard it is to use snipers in the game. Just give that feeling of "damn, alright" and then if you keep dieing your just impressed by their skill.
WOO TITANFALL
damn I just commented about the kraber, I could have seen this and not waste time, also, does lonbow enter the bullshit one shot category? because that one is hitsacn and even if it only oneshots the head is not that hard to do
Library of Ruina enjoyer spotted. As for enjoyable 1 shot mechanics, I think another from TF2 notably (but also present in other games) worth mentioning are taunt kills. They can be goofy and really amusing to pull off with really exceptionally good timing or getting the sneak on people unaware of you (Sniper's Huntsman taunt and Heavy's Holiday Punch "backstabs" forcing you to laugh can stall even übered players).
raidou pfp spotted
Project moon sleeper agents activate.
I love Libraried Ruina
holy shit Ruina music at 10 minutes
project moon sleeper agents go
10:36 I laughed so hard watching the background clip, you could see the emotions the Cassidy was going through
For me a good one shot is based on commitment and risk. Reinhardt can splat me on a wall and I won't be mad because he earned it by charging and predicting my movement where as a sniper just needs a good sight line and mouse pad every time
nevermind the hundreds to thousands of hours of aim practice, just a sightline and mousepad
spoken like a true shitter
Sorry to splat you out of nowhere
I just love to flank then pin
Then you’ll have flanking Roadhog- oh wait.. he doesn’t charge or even crush hug, he’s a fisherman.
"Sniper keep your head down or loose it"
Depends on the game honestly, the awp is a skillful one shot imo but in cod it's far easier because of aim assist
I feel like it’s also fair to mention one shots from the PvZ shooter series (Gardern warfare, Garden warfare 2, and Battle for neighbourville)
The Chomper was unique because he would burrow underground and chase a zombie player until he reaches them and then presses a button to eat them.
This would cause the zombie’s corpse to disappear, leaving no way to revive them.
However it’s still a big risk; you could end up in a bad position and get killed before your eating animation finishes, or you could have specific abilities to counter you ready (the Engineer has a stun grenade that removes you from the ground)
So it’s like a big risk big reward thing. You leave yourself vulnerable in exchange of killing and preventing someone from getting rezzed.
And he could always eat a zombie if he sneaks up behind one (so it would encourage you to face him if you wanna survive which makes it fair)
There’s also the Foot Soldier’s ZPG which is an ability that you could press and would shoot in 2 seconds after making a loud sound to warn enemies of your shot.
Again, big risk because your enemies could dodge it if they listen carefully and would leave you vulnerable for 2 seconds, and could be potentially dodged.
leave*
@@SSADO- PvZ shooter reference detected, opinion respected
@@SneakyBastard-oi4ebthis is a certified hood classic
They're all bad one shots but because almost every character has one it's chill
there's also deadbeard and cactus in bfn for some classes On the enemy team
I've never ever ever heard the word gauge said as "Godge" lmao
british
@@toxic_shr00m as an Englishman, we do not say godge, we have many strange words but this is not one of them
@@gregnog8119
English ain’t no country I ever heard of, they speak English in English?!
@@AdhvaithSane An Englishman is someone who resides or lineage dates back to the Kingdom of England. Aka modern-day United Kingdom
@@AdhvaithSane he’s literally correct. Cease this ignorance
Surprised that Hero’s Wack/Thwack wasn’t included, especially due to how it works
Surprised to learn his storm arrow has scatter now
@@genghisfarnhuh storm arrow always ricocheted
@@primalspongebob6144No, it was added later
I mean, Hero in general would be a good fit. Whack, Thwack, Kamikaze, Metal Slash, Magic Burst, Hatchet Man, and crit + buffs seem viable if Rest was included
Im shocked that ss4 gogeta from dbfz wasn't mentioned because his one shot is kinda hard to get but it also kinda isn't also any stray hit from gogeta can be turned into death If you have the levels and the bar and he can get most of the levels with the A assist
I think a decent sniper idea is the charger in splatoon. The laser allowing you to see exactly where the sniper is aiming is pretty interesting.
And they still have the instant kill close range quickscoping issue, the e-liter being the only kind of fair sniper
Yeah the charge shot and reverse falloff are both important as well.
@@pancakewafflezit’s impossible to quick scope with any chargers because all of them require the one shot to be charged, unless you mean peaking.
I think one thing you're missing here is what's called "opportunity cost" ie "if i weren't risking the 1 shot, what's my other options? Is the best of those, consistency wise, going to net me more in the long term?"
This is exactly why judge works, because in a fighting game like Smash, getting an attack opportunity is precious, and to waste it on an option that has a 1/9 chance to 1 shot vs guaranteed damage building isn't a favourable trade in the long term. "If I'm not going for judge, how early will I be able to kill just playing my normal gameplan?" Is a very favourable answer for game&watch, where as for roadhog, the reward is just so high and the opportunity cost so low (because all he has to do is wait for the cooldown to come back online) that there's no opportunity cost to going for it.
11:44 bold of you to assume I'm able to admit any of my mistakes
Oh really?
Then you must be the CEO of the company I’m in!
I feel like he avoided doomfist completely because he knew that admitting that his punch was a good oneshot would be an unpopular opinion.
He had everything:
Risk: possible instant death if he misses or get interrupted
Cost: a good amount of mobility+charge time+revealing your position(it is very very loud)
Situational: only happens if you hit a wall.
I need someone to try to argue that this wasnt fair.
as a old doom player and support main (specifically ana), the ability that killed me loads wasnt even his punch. i had good enough awareness and movement to either bait his punch or make him miss entirely. the issue was vs good dooms you had to wait a sec to sleep otherwise the movement of uppercut would throw off your shot, but good dooms would weave shots between abilities and aimed well enough to kill you before you could sleep. some dooms would also forgo the slam engage to instead do that airborne punch into scoop with uppercut which could also throw off your aim since they would be pretty far above you
@@CatWithThumbThe problem with old doom punch was how cheesy it was and unfun to play against, a bit of the same goes for current hog with him being able to walk into the enemy team, hook a random squishy and run away scot free.
Its a melee one shot instead of ranged
Doom dying wasnt even that much of a setback for him as he has one of the highest mobilities in the game, he gets right back to the fight in a heartbeat
As an OG Doom player, I agree -- but I still would've more than given it up for other buffs, because holding right click and waiting for some individual with a monocellular brain and without a headset on to walk around that corner wasn't my idea of a good time, and I don't think it was any other (serious) Doom player's idea of a good time either. I would've _killed_ for more speed on the punch, so I could get better bounces and a longer disengage. Or a higher damage cap (maybe with a slower ramp) on untargeted slams, because those were another thing that you couldn't just _do_ all the time -- you needed loads of setup and practice to hit them consistently, nevermind the severe consequences if you just missed, or anyone with a headset on heard you use it and lock yourself into an animation for eternity, and the places you could do them in were severely limited anyways.
I'll admit the wombo-combo of rollout-slam-shoot-uppercut-shoot-shoot could be a bit annoying to deal with, but that was always a chess game of where you could and couldn't stand to make it harder or more risky for the Doom. Using Hollywood first defense as an example, the high grounds were mostly out against good Doom players unless you were willing to dance around the pillars on the forward high ground -- those had decent rollouts and good disengage routes. I never did figure out how to get to the top of lift in a reasonable way, though -- there were rollouts, but the time required to set them up was enormous, or they exposed you for far too long, and I just wasn't good enough to execute them in any case (they required a lot of precision, something I tend to lack). Right up against the main gateway, definitely out, but no one ever stood there in their right mind anyways. Back of point beside the lift (low ground)? Mid. Decent rollout, but trying to get out alive was a RISK. Back of point inside the building was IMPOSSIBLE to get to, and even harder to leave, nevermind the fact that using uppercut in a doorway almost always costs you the ability to land those last 2 shots to confirm the kill anyways.
Project moon spotted sleeper agents activated
WILD HUNT SUMMONED
I'm not gonna sugarcoat it.
Spring's Genesis
Spring's Genesis
Spring's Genesis
Book of A TH-cam Commenter obtained
One solution for the sniping problem could be something like the Sydney Sleeper from TF2. It exchanges the high damage (Crit dealing 3x dmg) of the regular Sniper, for a medium damage (Minicrit dealing 35% more dmg) with the added bonus of applying a status effect that causes the enemy to take Minicrits from all sources. This way the Sniper doesn't oneshot, but can still get rid of important targets.
a solution i thought of that's similar to this is that the first shot deals very low damage and applies a status effect that heavily increases damage taken from the sniper in specific
maybe also a warning to let you know "GET BEHIND COVER OR YOU'RE BOUTTA GET SHOT"
it also encourages teamwork and coordination as if nobody on your team follows up on it it won't matter
I feel like Drogoz's "Dragon Punch" ultimate would fit, too.
Yes, I'm aware if he misses he gets some ult charge back (30%), but I feel like it still works
> Long start-up
> Can still unalive before and during the ultimate
> Has to be out of position in order to secure it
> Can be dodged, or even blocked by other abilities (Ying clone) or even ultimates (Fernando's "Immortal" or Rei's "Vivify")
Also
> Screams "BEHOLD THE DRAGON'S FURY" globally, so you get fair warning that he wants to bonk someone.
Here we aren't talking about ultimates that need damage or healing to be done, very often across multiple rounds, but about one-shots as a simple ability.
@@artmanrom
It is a one-shot, though-
PM sleeper agent's rise up: 9:32
Rip Space
holy fuck Jenos from Paladins I used to main the hell out of him, I remember running power cosmium with full cooldown reduction with a lian, we could just near instantly kill everyone and get every CD back
What is that pfp 💀💀💀
@@AdhvaithSane yoshiko tsushima from love live sunshine, the exact frame is from season 2 episde 2.
i really loved Jenos
his ult is just so satisfying
I know that the concept has been created multiple times already
but his voice line is just so good
"step in to the light, AND PARISH🗿🗣️🔥"
i also really liked Zhins oneshot ultimate
back then I would just take the talent where every time you hit someone with your spin the spin CD reduces
so you just
then take all the cards that reduces the CD of any of his abilities
>spin
>go invulnerable
>block
>then spin again
so you have a spinning pyromaniac that oneshots your tank every so often
Cs and Val have good one shot snipers, yes they are strong but that’s the point, the awp is expensive which affects economy (rifles or pistols are also strong) and the big difference is because they have counterplay if you know how to play, with flashes and smokes, that elevates the dept of the game.
Having the awp in CS and the op in Valorant is essential to the gameplay, it forces teams to play according to economy, rewards winning rounds by giving you an advantage and still is a risk, because the enemy can get it if they kill you and it’s a huge part of the game setting up your awp player and figuring out where the enemy is.
The games are also just built around extremely low time to kill anyway
I agree, all weapons in full buys one shot in cs. The awp makes you slow, limits your ammo, is very expensive, once you loose it the enemy team can grab it, and utility, jiggles, run boosts are all ways to deal with the awp. It's an essential part of gameplay,
Jenos spotted, omg the Paladins memories...
@@void.guedes it's actually false advertising I talked about him on stream when I was brainstorming the idea but he actually didn't make it to the video I just wanted him in the thumbnail because I like him
@@PixelRory No problem! I'm not a Paladins player anymore (since ow2 released) so I don't mind not seeing him on the video. Actually I was a Evie main and always hated playing against him because of his CC lol. It's just the memories that came along seeing him again, good times.
@@void.guedes EVIE PLAYERS UNITE, love that girl. I love Jenos until I play against him because of my friend who used to use a full cdr build for maximum uppies
@@PixelRoryfull grab jenos is always how I played him. get cd and range and focus on getting grabs to help people win duels, power cosmeum optional. Of course that assumes people will shoot at the grab target
@@PixelRoryI was a viktor and koga main
didn’t expect to see ting-lu in the thumbnail but i think it’s a perfect case study on what it takes to break one shots. ohko moves in pokemon have been around for what, 20+ years now? and only in the most recent gen have they started seeing any play at all.
i’d say this can be attributed to two distinct causes: powercreeping bulk and reduced risk. you already brought up how stomping tantrum eliminates a lot of the risk involved in clicking fissure and gambling on that 30% chance, but the other big thing is survivability creep. pokemon have gotten bulkier over time, and ting lu’s incredible bulk is made even better by its ability neutering all special attackers on the field. this means both that the value gained from a one hit kill is bigger and bigger AND that the risk taken on by ting lu is reduced because it can just take so many hits that losing a turn isn’t as impactful.
and i think that tracks with overwatch as well, as healing and invulnerability have gotten more powerful and more common it becomes increasingly valuable to instantly delete an enemy player (the same reason that ana nade has gotten more and more powerful without actually changing its own numbers that much)
I mean, all freeze moves used to be instant kills technically and they were super viable
Love hearin' Library of Ruina music in a random video, great choice of background music.
Also, for Guilty Gear Xrd, under specific conditions, instant kills can serve as a flashy, and somewhat practical, way to end a round. When the opponent is under 20% HP (or under 10% if you're in the middle of a combo) you can activate Gold IK Mode, costing 50% of the Tension Gauge instead of 10%, but making the activation of IK mode entirely safe and allowing you to combo into an instant kill.
Due to the fact that Guilty Gear has the mechanic of Guts (Varies based on character, but you take less damage at lower health) this can actually serve as a practical way to end a round.
It also can depend on what character you're playing, some characters are more likely to take a gold IK or a stun setup into red IK rather than continue a combo since some characters have easier times chomping through guts and some have much more efficient routes to combo into Gold IK than others. For example, Sol's more optimal routes in the corner can easily lead into Gold IK, and the full combo normally struggles to get through guts alongside him being pretty solid even without any Tension so Gold IK is a valuable option. Slayer on the other hand doesn't really want to use it on the off chance it doesn't work, as many of his combo routes rely on meter to extend for massive, round winning damage, alongside many of his unsafe Counter Hit fishing tools becoming safer and his mixups becoming much deadlier with Tension, so even though most hits can lead into an opportunity for a Gold IK, you'd rather take the combo and finish with a super if you really need to kill than risk it on IK.
In most cases though, IK are just a taunting tool to get under your opponents skin. I’ve only had a handful of situations where an IK combo would’ve been better than the basic BnB.
Still don't understand people who hate roadhog one shot but are perfectly fine with Widowmaker.
Both suck, one just hits you from 9 billion miles away and the other is a fat guy.
hog in a way still has a cooldown, while widow if she hits her shots, has no cooldown
@@MefoWho my ass forgot about the cooldown
Cuz it feels bad. When you get one shotted by hog,you first get dragged,and then get comboed, it takes time,and this 1-1.5 secs just feels bad,cuz it lets you know YOU fcked up,when with widow its, DAMN THOSE OW DEVS NERF WIDOW
@@psychokuca302'YOU fucked up" ?
Its not that you fucked up, its just Roadhog who aims well .
probably because roadhog has a lot of hp and has self heal along with damage reduction from tank passive and ability
One thing I appreciate a lot about Paladins balancing is how the snipers (Kinessa and Strix, debatably Lian and Octavia) all feel well balanced by the fact that, due to the larger health pools and defensive items, none of them actually oneshot with a headshot (unless you're Evie)
They have counterplay but that doesn't make them useless, the pressure and area control that the presence of a sniper provides is insanely helpful in a team shooter like Paladins, while they don't delete opponents, leaving them at low health while on their backlines provides a lot of team synergy as your DPS teammates finish off the kills and clear the area for you
It makes you feel less bad about yourself to get combo'd by multiple enemies than to get oneshot'd by a single snipe shot
I'd say that the operator from valorant and the awp from CS are both pretty fairly balanced one shots.
It's an expensive weapon, you HAVE to eco for it for multiple rounds. Any lurkers or flanks you didn't expect can catch you off guard and that weapon is not only gone, but the enemies own weapon they got for essentially free.
2900 for one shots on the head makes 4750 for one taps to the torso much more fair.
The worst part about one shots in overwatch is how important the healers are to the game, since they make up 2/5 of your team but can't do anything if you go from 100 to 0 in one hit
i think thats a design flaw with supports in overwatch. why is nearly every single support a healer or frontline utility? there could easily be non healer backliners that provide damage resist or damage block but there has never been a single one in overwatch. the vlosest thing is zarya bubble and zarya is a tank.
@@inbeing3464You've just described Brig. Brig plays in the back line, blocks damage, and knocks the enemy away to keep her team safe.
There's also Baptiste and Kiriko that are not front line, lean much heavier into utility (immortality lamp/suzu), and focus more on damage output than just flat healing numbers. Healbotting on either of those characters is bad.
@@inbeing3464 there totally were, but also the move to 5v5 from 6v6 sort of neutered the backline frontline set up, as its just too easy to waltz around the tank and kill supports
@@inbeing3464 there used to be this something called an off tank (second tank) that did this
@albinofroggy brig doesn't play in backline lol, how do you keep passive heal up if you can't melee the enemy? whipshot? at best you can just turn around to help someone in backline
FLOOR OF ARTS MENTIONED
12:05 correction: all 4 of the moves have counterplay; sheer cold is blocked by ice types
For the "reverse fall off" mechanic, Groover in Paladins have something like that, it`s not a one shot, but deals a great damage as far the axe he throws go in distance.
I am heartbroken that my boy doomfist didnt even get a single mention of his old oneshot punch
An example of reverse damage falloff is Luigi in Mario + Rabbids sparks of hope, Luigi is the "gladd cannon/sniper" character, in it's prequel, Mario + Rabbids kingdom battle Luigi was undoutably the best character in the game, because he was the sniper, which is why in the sequel he was given a bow with reverse damage falloff, which did rebalance the character and made him more situational (i know that this is a PVE game but its genuenly the only example i could think of)
Bad one shot: Rengar pressing R and then jumping at me from Narnia
"But it's not a one-shot, it's a combo, so it doesn't wo-
Shut up he killed me in 0.17 seconds. Average human reaction time is 0.25 seconds. Whether it's a combo or a single ability is irrelevent, especially as his R has a lower cooldown than mid-lategame respawn timers.
Library of Ruina OST theme spotted. Summoning a limbillion Project Moon sleeper agent to this location
4:00 Technically TF2 does do reverse falloff with one of its weapons, the crusader’s crossbow. However it doesn’t really count because it’s not a one shot. But it is technically an example.
shortstop also has custom falloff/rampup
In Kid Icarus Uprising all the Staff weapons all have a reverse falloff where they deal more damage the farther away you are, tho it is mostly single player, it does have a MP mode
Brawl Stars with Piper
I love the diversity of games used here. Usually, all these games/genres have their own bubble in essays.
16:16 To translate this into simple terms, Instant Kill mode is activated with an attack performed by pressing the Punch (P) and Kick (K) buttons simultaneously. If the attack lands, a state is achieved where the initiator has a short amount of time to input a quarter circle forward motion (down, down forward, forward in quick succession) then any normal attack button (P, K, Slash (S) or Heavy Slash (HS)) to perform the Instant Kill. However, the defending player can input a quarter circle back motion (the mirror of a quarter circle forward) then any attack button (the same buttons as before possibly including the Dust button (not entirely sure, I don't play Xrd)) before the attacker performs their Instant Kill to cancel the state and return to normal gameplay.
Great video!
All that actually only applies to the first game in the series. In later games, its done with all 4 main buttons (P, K, S, HS) and is a mode that drains meter over time, (or health if you don't have meter) until you do the instant kill with a double quarter circle and HS. And your opponent cannot cancel the instant kill by doing the same input, they can only block it, get out of the way, or interrupt the startup of the instant kill.
@@thrakatak2645another thing about IK I wish the video had talked about is that they’re useless. They can be used in combos with certain conditions being met, but at that point any basic BNB would do the trick. They’re more of a taunting tool to make fun of the opponent. It’s the equivalent of doing a level 3 super in SF when a simple jab would’ve done the trick
@@danielblanco2077 there are actually scenarios where IKs are better than the regular bnb or even the most optimal choice. Certain characters can really struggle to kill through guts scaling so they can be a great way to tack on that last 10% of their health you need to kill, they can be used to kill someone without giving them a chance to burst if the bnb might give them their burst back, or you landed a starter that locks out burst. Ky in xrd is actually a pretty good example of this since he doesnt have many super large single hits to just mostly ignore guts, but also struggles tongues crush with a ton of small hits so it isn't uncommon to see ky end combos with IK given the resources because they are sometimes his only way to confirm a kill
Some corrections on the ways that Instant Kills in Guilty Gear operate: The method of negation via doing the same input as the attacker is only present in the series' very first title, Missing Link, which is seldom played, let alone competitively. You also do not lose your tension gauge for the entire match, only the round in which you miss your instant kill. Going off of Xrd, the game you used the footage of, you can actually combo into Instant Kills under certain conditions: You're a round away from winning, your opponent is below a certain life threshold, and you have 50% or more tension, though you do need to do special routing to be able to combo into them. Characters can also get put into a stunned, "dizzy" animation if they take enough really big hits where they are unactionable for a period that can be shortened by mashing buttons and directions. This is another opportune spot for Instant Kills to be performed, but are generally the more risky. In general play, Instant Kills are just flashy ways to end a round or guarantee a kill from a low health combo.
I love how widowmaker fails at all fronts when he describes what makes a good one shot
For real, I hate Widow
You're right that "Just use cover" only applies to regular guns that don't one shot. If you try to apply it to a 1-shot sniper, it's identical to "don't interact," which puts it firmly into bad one-shot territory.
Negative, cover effects each guns differently
@@sonicallstarifyExplain how not being able to get hit affects different guns differently.
@@ishkanark6725 Do you believe all cover is equally effective for every single version of weapon?
Wallbangs and spam are less viable with snipers @@ishkanark6725
IS THAT LIBRARY OF RUINA PLAYING?
4:06 Sniper Fix. Splatoon kinda solved this problem. Because snipers are one shots, you have to charge the shot before you can fire it. That makes it less effective at close ranges, and better for back lines. It also creates proper counter play since you can better approach them
Like sniper TF2 and widowmaker? It's been done but I think the splat game's unique movement and map layout mitigate sniping
Splatoon also has the somewhat controversial sight lines, so if a charger has charged up their one shot other players can tell where they are looking and what their max range is and play accordingly. Not to mention of course with dying being pretty constant in Splatoon, chargers have really only been a problem when given too much range or the maps are too constrained for flanking, since there's not too much of a time difference between killing with other weapons and killing with chargers
Yeah, but every charger is near instant except for the e liter, so closing distance isn’t even effective against a decent player
i mean it depends on the game. like in val/cs that would prob make snipers useless
3:52 don't attack me but that thing is kinda what brawl stars did with piper
I was thinking the same
I feel like it'd be worth testing how Roadhog Hook would work if it required a wind-up if you wanted *maximum* range. Think of it like needing to spin a lasso. You could still insta-hook with reduced range, but getting yoinked from across the map would theoretically be much easier to avoid
I think removing the stun on hook and changing it into an interrupt would work, too. It gives the hooked target a bit more of a fighting chance when getting reeled in.
Both of these comments are neat ideas. I like how a windup would also be an audio cue for people to know Hog is threatening space, and people would certainly feel more equalized if they have a fighting chance while hooked.
Honestly I haven't played since OW1, I just want my boy to be cool again
Splatoon has an interesting design for snipers. In Splatoon, the weapons have limited range, and so do the snipers, plus the snipers have to charge their shots to get their one shots.
And there is a weapon called tri-stringer, wich is a bow that shoots three arrows at once, when fully charged, it has the potential to one-shot, but only if you hit all the three shots together, and thets EXTREMELY HARD to hit it consistently, to compensate that, tri-stringer can hit targets over walls, unlike snipers.
8:40 the risk or cost is that your utility is not that much, any shield can just stop his hook so most other tanks can stop him for one shooting, while he cant help his teammates that much, is not like a Winston that can be aggresive and leave a bubble for his backline.
Roadhog player spotted
@@Chrosteellium Liveweafer actually, sometimes Rein or Phara
Only Rein and Sigma can consistently play around the hook cooldown. Orisa and Ram can play around it half the time if you're lucky. The rest of the tanks have nothing to stop it. Hell its one of the only abilities that goes through defense matrix.
@@albinofroggy Yes, still, most tanks have something to stop it, and if not, the supports have something, sleep dart, life grip, immortality, boop, and even Mei, Pharah and Junkrat. My point is that it's easy to play around, or easier than other abilities and hog doesn't has that much to do without it, as he's literally a punchbag with legs.
15:34 2 fun facts about judge:
1. The last two numbers he gets are stored in a que and will not come up until he uses Judge again (thus replacing the second one in the cue) so technically mid game GnW has a 1 in 7 chance of getting a nine.
2. In the last 5 seconds of the match you have a 50% chance of landing a nine.
Note about that last part, it is only true when G&W is a stock (maybe even two) behind, practically making it useless.
Scarlet Witch's ultimate from Marvel Rivals is another good example imo, as although it can potentially one shot an entire team, it's very situational since it's an ultimate and can't be spammed, and it has a lot of risk/counterplay because a very loud voice line plays when she activates it, allowing her enemies to react, and it also requires her (Who keep in mind has very low health) to get close to the enemies to land the one shot.
@@pizzatime3511 also the masSIVE FUCKIN RED EXCLAMATION MARK that shows you where she is.
Only reason she isn't mentioned is because I made this video before the beta test
Watching these kinds of videos has solidified just how amazing of a balance team brawl stars has. Some snipers having reverse fall off, most one shots needing lots of build up and always a high risk
Astral Finish in Blazblue are really great oneshots. Basically, if you have full meter, your opponent is low hp and you are one round away from winning, you can use your Astral Finish to end the match in a stylish way but if you miss you lose all your meter.
Yeah that's the same as gold instant kills. Doesn't suprise me, they came from the same developers
3:45 - music in the background: "Now come samurai! Put on a good show!"
The sniper rant wasn’t thought out well enough. The general statement “all snipers are bad one shots” is fine, but then you use quickscoping and other game dependent sniper mechanics to justify it. You even counter your own argument with the widow example and use hanzo’s unique abilities to explain why all snipers are bad. What does hanzo’s removed scatter arrow ability contribute to why I should think battlefield or destiny’s snipers are bad one shots? Sloppy argument that doesn’t hold under scrutiny.
SS4 Gogeta x100 Big Bang Kamehameha in Dragon Ball FighterZ. SS4 Gogeta has a move 22S called Finish Sign. What Finish Sign does is that it gives Gogeta a little bit of Meter in the Game and gives a level up so you do it once it goes "Level 1", Do it again "Level 2", Lvl 3, 4, 5, 6, and then you cap at "Level 7". When you cap at level 7 and then hit the LVL 3 Super Command, instead of getting Ultra Big Bang Kamehameha, you get x100 Big Bang Kamehameha. This is one of SS4 Gogeta's gimmicks as he is a DLC character for Dragon Ball Fighterz and would it be shocking for you to know that this makes Gogeta top-tier? It shouldn't because that is one of the many factors of why.
Much like Game and Watch's Judge, this ability is just insane, and even if it was removed, it would remove his top-tier status. It is a mighty move and can be put into block strings that allow you to instakill your opponent easily when you pull it off, I would consider this a bad one-shot because while it requires skill to work this into combos when first learning the character when you got it down and know good combos to work it in with, it becomes less risk and more of a "You win the Game Combo". Pair this up with characters who can build a whole lot of Super Meter quickly and give Gogeta opportunities to build Finish Signs and you are mostly being held back by your own skill.
Boundary of Death
Cost 4
Pierce 1-4
If the natural roll is Max, and is 4 or higher, add +45 power
Great Spilt: Vertical
Cost 5
Slash 20-39
[On Hit] Destroy a Combat Page set on another random Speed die of the target.
[On Hit] Inflict 3 Bleed next scene
Battlefield 1 had a sweet spot mechanic with its snipers. Each sniper had a specific range where they could one shot to bodies but if you were operating outside that sweet spot then you had hit heads. Battlefield's snipers also shoot projectiles that had to be led as opposed to being hitscan, and their scopes show a sniper glint to enemies that have you in their field of view. I think Widowmaker specifically would benefit from a sniper glint. I think that her ability to one shot while playing so far away form the fight is a problem on its own, but her having a big warning sign on her whenever she's scoped like sojourn's rail gun glow would help people know when to play more carefully. In my ideal world, Widow just wouldn't be able to one shot at all, but I know that's unreasonable and would butcher her identity as an OW hero. I do believe they need to have more stipulations for her one shot though, maybe forcing the player to unscope after every shot, adding time to charge her shot. I definitely think there should be a CLEAR visual indicator for when she's scoped/charged.
Library of Ruina music spotted. Each bullet showcased in this video is hereby taxed 800,000 Ahn
4:01 Battlefield 1 did this. Each sniper rifle would start out at around 80 damage, climb up to 100, which is a one shot, at a certain range that differed for each rifle (called the sweet spot), before dropping down again. The key was to try to pick fights at your specific rifle's sweet spot range. For a while, the Martini Henry was considered meta because it had the closest range sweet spot, but it's sweet spot was also the narrowest and the drop off after it was the steepest.
the first doomfist i think was a good example of a one shot. in higher elo lobbies he required insane mechanics to even sniff an ana and then he had to commit all of him self through the punch to actually hit the one shot
I hated old doom. As ana i saw him across the map, landed every single shot and ability as he dove me including sleep dart and anti nade and still died. I guess I could've just run away but I feel like I shouldn't have to at that point
@@VoltismProductions if you slept him you just giga scream in VC that he is slept and your team kills him?
@@VoltismProductions yeah if you hit a sleep and any level of other damage and the Doom didn't die, that's just on your teammates for being literally the most clueless beings on the planet. At that point, _someone_ was in the wrong rank -- be it you for being able to hit all that and not have those teammates react, or the Doom for being able to not die despite deserving death. Heck, any semi-competent DVa would know that they can just right-click your face when the Doom lands on you and you live anyways, because the abilities didn't do enough damage to both get to you and kill you on their own -- at least, not before you kill him first, even with Ana's mid damage.
On the topic of snipers, one important thing I think snipers need in every single game is way less mobility capability - so more sway (aka less ADS stability), less flinch resistance, less movement speed and less agility overall.
There are too many games where people can land shots: 1) while standing, 2) while being shot at, and in some cases 3) while moving. If we’re talking about an FPS that’s even slightly emulating real life shooting (not Overwatch, think COD), then that sniper needs to come with the expectation that you can’t just run around and quickscope with it. A sniper in real life requires extreme precision, and the tiniest disturbance will make you miss your shot.
I think game devs need to start implementing the expectation that equipping a sniper means you will have less mobility. A LOT less. I’m playing Xdefiant a lot right now and a huge issue in the game is that the 1-shot sniper can kill at any range extremely fast, allows high mobility, can be quickscoped, and has very little sway and flinch. Too many times have I landed multiple shots at them and they just tank it all and hit their shot easily anyway. It’s wayyyy too powerful, so you’ll get into too many games where half the enemy team has this sniper equipped and they’re just running around with it
I think a sniper should come with a large amount of mobility debuffs, exclusive to that weapon class. Less jumping capability (no more hopshotters) and less slide speed+distance. They also need to heavily debuff movement and sprint speed, have way more ADS sway, and longer ADS time
However, I recognize this goes against the spirit of the OG quickscoping that COD used to be known for. That’s something a lot of players value and semi-expect in this type of shooter
I think there’s a time and a place for 1-shot, quickscoping snipers. I don’t think ranked matched should ever have 1-shot snipers, unless it implements that reverse falloff you talked about and maybe some mobility debuffs I mentioned. I also think objective-based gamemodes/maps should give less opportunities for snipers to be viable unless they’re in specific sightlines, otherwise the win just goes to the team with more 1-shot snipers
You could make the argument that you can just flank or flash them or “get good”… but kinda like you said, that’s a counter for every weapon/playstyle
I think 1-shot quickscopes and high mobility are fine in TDM modes. Low stakes, low brainpower mode. So maybe devs should also think about adding gamemode debuffs. I know all these debuffs sound like a lot of balancing, but the other option is a lot of unsatisfied and angry players
Don’t even get me started on Counter Strike and Valorant snipers. I personally think a 1-bodyshot killing sniper is pretty ridiculous and way too oppressive, but at the same time you go in with the expectation that these snipers exist and there’s higher risk to using this sniper, so I guess it’s not too unbalanced. You also get things like smoke so you can shut down those sightlines, so that’s good
Regarding Overwatch, idk how the balancing is on Widow right now because I stopped playing a year ago, but the biggest issue last year was that she was way too oppressive and there were an extremely limited amount of ways to counter her playstyle. And this is coming from someone who mained Widow for years. Sure, you could have a DPS switch to Sombra, but if that Sombra wasn’t good, then you essentially lost a DPS player and now you’re losing.
The problem is that there aren’t many long-range characters who can oppress Widow at her range except other sniper-class characters. There also aren’t any smokes in the game, only close-range shields. So usually the only real counterplay against a really good Widow was another really good Widow or a realllyyyy good Sombra. You essentially just had Widow-v-Widow matches every single game. It was bland and boring and sucked the fun out of the game for a while. It especially sucked for tanks and support because what can a tank/support do against a sniper? They can only really rely on their DPS to take care of them. And if they couldn’t, it was an automatic loss
However I also think this is a balancing issue specific to Overwatch 2. Widow (and every character, really) was balanced for 6v6 with 2 tanks, not 5v5 with only 1 tank. So of course Widow was too oppressive. I think OW2 just had too many balancing issues so that’s why I quit. Makes me sad because I sunk hundreds of hours into the OG OW years ago
An example of sniper with a reverse fall off is the charge rifle of Apex Legends. Even you can one shot someone but you need a headshot from 200 mts.
Assuming the target isnt at least purple armor and blue helmet
3:49 snipers in the Splatoon series have a system like this, as they have to charge their shot in order to have their range and one-shot potential. They can tap the shot in close range if they don't have the time to charge, but it doesn't do much damage. Also, the sniper player's mobility is severely nerfed while they are holding their charge, so close-quarters charging is extremely risky.
I'm sensing a theme... one shots?? :3
One shots = bad?... idk
Battlebit has reverse fall off on snipers; that on top of all long range scopes giving a very distinct glint - with medium range scope giving it as well over 250m, - projectile based shots, maps with points of interest tending to be indoors, and the general chaos of 127 enemies given the freedom to move around the map easily means that snipers feel less impactful even while retaining a fairly powerful oneshot
Hot take: In a game like Overwatch, I don't think one-shots should exist at all.
With 5v5 at least. And maby characters will lose their identity.
Believe it or not, removing gameplay options because you yourself don’t play them isn’t better overall gameplay.
@@RIP_ZYZZ1738 I got like 800 hours on OW1, probably about 250 on OW2. I just don't think one-shots are good for the game. A lot more people don't play those types of heroes than do, so overall by not having them a majority won't miss them.
@@Ron742_ See? Proving my points. It’s why the game is dying. To make the format work, they have to remove multiple playstyles. Again, just because you don’t play those heroes, doesn’t mean that your experience won’t be affected indirectly because you’ll feel the homogenization
@@RIP_ZYZZ1738 Not really. The game is not dying because of a lack of one-shots. 6v6 format maybe. I got lots of hours on Widow. It's oppressive and anti-fun. Gonna go out on a limb and say most people don't like going against her.
@@Ron742_ The game is dying due to a lack of diverse playstyles that aren’t oppressive. Half the preexisting playstyles became oppressive when OW2 hit.
In most CoD games, the snipers dont actually shoot where you're aiming if youre not aiming down sights. So if you want a reliable one shot at close range you have to aim down a scope, which takes quite a long time. I think this is a very well ballanced mechanic. As it means you have to orient your weapon attachments around what range you want your sniper to be most effective at. It can never be beastly at any range
That is kind of the point with snipers in real life and video games; they are made to delete heads. At least with Hanzo, he needs to line up the shot on a moving target and predict where their head is going to be next, and without it, he is a useless character sadly. 😞💔
people usually think theyre better so the only reason they lose is by luck, unless they have time to whiff the whole mag, in that case they will think its lag.
in the video he says that since you can’t avoid his shots cause storm arrows ricochets 6:38
maybe he just gots insane lineups but i find it so hard to ricochet, and when i play him right now it feels like i need to line up 3 consecutive shots in a row to get a kill/have any impact on a non tank charater. though then again, honestly, same goes for all my other heroes.
Problem is... Either your counterplay is simply not at all interacting with that side of the map ever, or to try and get into some sort of range advantage, and even then, depending on the game. It's very possible that you will die regardless. Lots of games have this problem where they can be super oppressive.
Edit to add on: along with this, the risk or investment is next to none.
Being a sniper obviously you don't have much mortal peril. your main commitment/risk is going to come at the cost of a reload, a charge, some sort of movement penalty, tunnel vision etc. But often in games like tf2 missing has almost 0 repercussions besides just not doing damage. Snipers reload isn't long at all and means that you can take pretty much just keep on trying at long range. There's other games that have this too, you miss... Nothing happens except you spend half a second reloading. Little punishment for missing. Charging shots make it a bit more of a commitment cuz you have to reload AND charge. Some games have you stand still or suffer movement penalties, some games have chip damage ruin your aim etc. it very much depends. But doing it wrong will have the sniper basically an oppressive beast that takes a lot of risk and commitment to put down just because of their mere existence requiring so much respect that unless they have truly a terrible aim, you are forced to play their dance with little risk or commitment on their end. Again it really depends on the game. But most discourse over snipers is that basically if they're good enough at aiming they can choke an entire game out.
Haven't played OW2 much, but my memories of Hanzo are just spamming arrows at head level in general direction of the enemy. If you are lucky, you will hit someone, if you are not, why are you even playing Hanzo.
@@theno0b316 in my experience of playing a lot of hanzo, the most value i got out of storm ricochets was taking fights where someone has a flat wall behind them, chances were if you missed the target the arrow would bounce off the wall back into them pretty consistently. outside of that the bounce just feels like a gimmick where I pray it finishes someone whos 1hp when they get behind cover.
an issue with hanzo as a whole, it doesnt matter how much i'd like to play slow and methodically there are times where spamming and hoping for the best is just the play whether that be with normal shots, storm or throwing out a dragon
I think the discussion is incomplete without diving more deeply into TOD (touch of death) characters
HOP OFF MY GOAT GAME AND WATCH
I think that, if you want to get into good one shots the game to look for is titanfall 2, it's a fast movement shooter which makes it harder to camp and to hit people with sniper rifles, one example is the kraber, a projectile weapon which is extremely awkward to use but can one shot if you hit any part of someone's body and that makes it one of the most skill intensive weapons in the game
Also the melee, if you punch someone in titanfall they are one shot doesn't matter where you punched them (and the hitreg is like a damn magnet) but that meant that the other player let you get close enough with your movement capabilities to punch them which usually means they would have died anyway (plus if you melee someone from behind there's an execution animation that you can change and I really like those lol)
"fast" "movement" shooter
except when the titans start falling. Then its just nearly unkillable tanks camping map corners with one-shots.
titanfall players have such weird fantasies about the game, lol.
@@benshulz4179 "nearly unkillable tanks" just say you never played the game bro. Most anti titan gun wipes out Titans. Its not really hard to Kill a Titan as a soldier. But you know or maybe you just dont understand that you are supposed to be way more Powerfull with a massive mech than a soldier. Some things doesnt even need to be explained
@@konini10 or maybe you're kind of bad at playing with titans if you die to pilots consistently
I actually remember a game that had reverse falloff damage for some weapons.
"Kid Icarus: Uprising" for the 3DS 2011. It had an amazing PvP mode, and you'd use the weapon you acquired in the game. Every weapon had a mele AND ranged attack.
Weapons like the Staff (sniper), certain outliers in other weapon categories (Bows, Canons, Palms, etc), and Clubs Charged Range attacks all got progressively stronger the further their shots flew. It was incredibly rare to get 1-hit, but when you did it was usually out of your lack of skill or preparation as there's several (key note there) ways to counter EVERY method.
Sadly the online services shut down earlier this year. You can still do Local, and the empty slots will auto fill with bots, which is still very fun surprisingly.
when talking about low risk high reward why did you show a tf2 sniper on the payload 😭😭
Personal favorite often overlooked one shot is the Ballistic Knife from the black ops series of cod games.
A limited ammo (unless you take scavenger or go pick up knives) projectile based one shot that takes practice to master.
Its countered by long range or being in the open and good game sense. Shotguns are also quite effective as you can get close and one shot as well, or use equipment to make it more difficult to fight back.
Roadhog. The guy that need to spend 2 cool downs, being a télégraphed trap that can be destroyed and stay in one spot, and a hook that can be blocked and need to be aimed where people are moving, one amo, no selfheal, be stuck in a melee animation and play Roadhog to get a single one-shot.
That's a no risk, no ressource spent, not télégraphed one shot? I almost play every day I don't remember the last time I was one shot by one without being able to se it coming (so my fault).
There is difference between not seeing it coming and not being able to do anything about it.
Also, really, 2 cooldowns? They have no use other than said oneshot and are no different from widow charge.
@@wumi2419 yep but they are separated. Using your trap specifically for one shots is not the best idea.
The goal is for the trap to be something you place down for any purpose. That you may latter be able to use for a one shot. Or straight up try to one shot with it.
But sending it right in front of you can lead to it being destroyed. It also let tank player know that you are gonna hook. And the longer you take to hook. The more chances your traps are to be destroyed. The long you take to hook. The longer the wait to get both ability online at the same time. Wich will either let you trap useless for a time. Or use it and risk not being able to get the one shot. This may also let you funvle the one shot. As there are more moving part. The genji you wanted to hook. May just had fleed before you where even putting the trap down. Or you missed the hook concentrating on the trap.maybe you got booked off the trap. Maybe to get the one shot you are forced to stay by your trap. Where enemy fire is ramping.
And in every situation hooking someone straight up is a kill. Then it wasn't a one shot.
A single hook cool down was a literal jumps are. Road hog literaly play like a fnaf animatronics without the trap. The door is open as the cool down to attempt an attack finishes. Here you go. Jumpscare.
This is the same idea as sibra's virus. Being an additional thing you gotta land to do the damage you just had for free before.
But I agree on one thing. It's lame. It's not like abilities consume mana like in lol. If an ability is online you can just use it. And since you can't build your character like in paladins. Every people playing the same character will do the same combos in every situations. So you should have a variety of ways to mix and match them.
But every reworked character in ow got less freedom. Even if it had good results. Like Mei being less anoying, sombra being less anoying, bastion being less anoying... doomfist... being less anoying. You get the idea. I feel like all of thoses ended up more dull than anything.
Where as vora from paladins literaly solve that issue in a simple way. All her abilities are straight forward. And do a lot of damage. But landing 5 hits with your main weapon make you next ability stronger. You think you can still spam them? No. As using an ability at any point reset this counter. You can reste it if needed. But that a decision you took. Maybe worst than charging it for a few more hit and having the boosted version for next fight.
Hog one shots are good. Hes a tank.. hes supposed to be strong and zone the enemy. Dps need to learn positioning, timing and git gud.
3:39 Ana.... Ashe...
Ok Idk if Ashe can real one shot.. I thought that she just one shot Tracer and BabyDva. But that is on Mercy and not on Ashe
4:42 *sad Ana noises*
Divekick is a great example of fighting game oneshots being done well because that’s the entire gimmick. The game has two inputs: “dive” which is actually jumping and kick. Divekick. If you hit once, boom. Out of that insanely simple gimmick comes genuine differences in characters such as different angles and speeds at which they kick, and they actually have special abilities despite the game having two buttons
Melee enjoyer here. I just wanna say a couple extra things about Puff. Puffs rest would be a well designed move, if it WEREN'T on Puff specifically. The drawbacks of rest are almost completely negated by the other parts of her design.
She's floaty, and hard to combo, so unless she's at a mid percent or kill percent, then a whiffed rest isn’t that devastating, especially with good SDI.
Puff also gets a considerable amount of intangibility frames during her rest, allowing her to straight up beat out every other move in the game if used properly, or for stuffing approaches. (Or even insta-killing you during your own combo if it isn’t a true one!!)
And lastly, the most polarizing one, up-throw -> rest on Fox and Falco. Well, it can be DI'd to escape most of the time. But if Puff grabs you beneath a platform or you're on Final Destination where she can techchase or jab reset your fucked up tech, then its a true one hit K.O off of a single grab. Not so good of game design, feels like Roadhog. At least it takes more skill than Wobbling.
Fox and Falco having a bad matchup isnt bad design
Another smash character that has a one shot is hero with his whack/thwack, but the chance is based on both his hp and the opponents. At below 20% your chance of getting one shot is 1%
4:03 Piper in brawl stars
I thought this was about how to run a one-off D&D session, it would appear I am in the wrong place
My guess that good ones take skill to pull off, and can be reacted to and avoided in a way that isn't "just don't be where they can see you lol"
Spy can be counteracted by checking your teammates and watching your back. Rein charges can be avoided by dodging out of the way of a charge/being above him/being somewhere he can't slam you into a wall or off a cliff/bashing him out of the charge.
Sniper and Hanzo on the other hand just have to land a relativley spammable shot on your head hitbox and you're dead. Roadhog just has to hit a fast projectile with a big hitbox on you and then click and you're dead.
eh, close enough
Good one shot: game and watch 9 (gambling😋)
Bad one shot: sniper tf2 (skill😤)
Spy fits into the "Bad" imo, given how lenient a backstab is and how much lag plays a factor in it.
counter-argument, there's a pretty high cost to it
once you get the backstab, you're left in a pretty bad spot, since if anybody notices you immediately after you get the stab, you're confidently fucked (THE KUNAI DOES NOT COUNT FOR IT IS BULLSHIT AND SHOULD NOT BE INCLUDED IN ANY ARGUMENT ABOUT SPY'S CORE BALANCING)
Lag can role in any kind of oneshot there's always things peakers advantage and shit. But unlike others spy has a loud decloak sound, he needs to be near the enemy, he's vulnerable to spy check's and team play, so i think he's actually designed really good
A self-aware team will always make quick work of a spy, though that doesn't mean the Spy will be hard countered and useless. That's how it should be.
Unlike most Doomfists' mains when they show off too hard on the enemy team and suddenly they all swap to doom counters.
Fistful of Frags, an old source game about cowboys, does oneshots pretty well. scoring system and weapon design heavily discourages using strong guns, where the only 2 guns you can get that oneshot are 1.difficult to get 2.have extremely long reloads(ex. 5 round revolver that takes ~3 seconds PER bullet) and give a very low score for getting kills with them(5-7 points) where as worse guns give 12-20 points per kill(20 being just bare hand punching ppl)
6:12 least obvious Reaper ult
15:27 "Judge just isn't really the best designed ability in a competitive scene because..."
Yeah, it's almost as if it was designed with more than one hyper-specific focus in mind.
There's definitely ways for snipers to be done well even without reverse fall off.
One example I like is The Finals.
In the finals snipers have:
- A cost of use, using a sniper at a distance removes a lot of your ability to contest an objective, sure you can get kills but if a teammates dies its harder for them to be respawned by your 1 remaining ally compared to the enemy team having 2 options. Ontop of that if the objective is moved by one of the various means there is very little the sniper can do to stop the capture.
- Counterplay, the game has a myriad of ways players can alter the map, meaning sight lines can be denied with many different options, other weapons can deal with those options easier or by just being closer can get around those changes in terrain where a sniper can't. On top of that high mobility units with invisibility outright counter snipers by being perfectly built to get close unnoticed and take them out.
- Situational, snipers are at their strongest when aiming into the open, this isn't always the case in the finals thanks to a lot of buildings and indoor map design. Snipers can remedy it by making sight lines of their own to create more of an advantage but its very hard for them to remove everything ( and they often don't want to so their team has some cover).
Here's a game that nobody else has mentioned: Shellshock Live (2D tank game).
There are no instakill weapons in SSL, but there is one that does far more damage than others, and is enough to kill in one shot in some gamemodes, especially with a crit (x2, random).
Say hello to Imploder, and it's upgrade, Ultimate Imploder. 200 dmg to all players around you. Drawbacks include:
- Unlocked at level 100 (over 1k hrs playtime required).
- Blast radius is on you, so you have to be close.
- Damages everyone, even teammates, if they are near you.
- Deals 50% of your own current HP to yourself.
- Very very rare, even if you have it unlocked.
Is it broken? Yes. There are ways to close the gap unfairly quickly, removing most counter play. If one team gets it they will often win in low HP gamemodes, but in modes with 720 max HP, it's not unrecoverable.
SSL is horribly balanced anyways and was never designed to be competitive so nobody really cares, but it's a one shot in an obscure game that not many people play anymore, and I at least like it.
3:52 Weird example but the staff weapon type in the hidden gem Kid Icarus Uprising has a similar mechanic where the weapon's shots have very poor damage at close range, but can hit you halfway across the map and one shot you. The other thing the staff does right is make your movement speed really slow, which forces it into a very unique and polarized play style where it needs to support and be supported by the quicker and closer range members of its team.
Roadhog's combo reminds me of back in 2014 when the TF2 Team talked about some weapon concepts they tested out, including a Pyro flamethrower that "sucks" enemies in rather than knocking them back - this on paper would solve Pyro's main problem being range, as their main source of damage being a flamethrower means they have to keep their enemies close, and sucking enemies in would automatically do that. They didn't implement it primarily because it was awful to be thrown around with TF2's netcode, but also because they said, and I quote, "We've found that TF2 works best when classes and players support each other, making up for weaknesses and combining into new strengths, rather than giving any one class more and more tools to solve all potential problems."
Really shows the thought that Valve put into the game, compared to how Roadhog was designed.
3:58 BATTLE B2 LET’S GO!
I saw a video for the sniper balancing and the conclusion was a reverse fall off, so at long range just a hit kills, at mid just a headshot and close not even a headshot. But paired with scope charging, like the one in tf2, so after a time of aiming any hit will be able to one shot at close range, so it can sill be used to grab kills from far away while still being able to do things like holding corridors or narrow paths while avoiding quickscoping, that way snipers become opposite shotguns
I don’t know if anyone mentioned this one already but Battlefield 1 had a “sweet spot” mechanic for snipers that was implemented very well imo. Every sniper had a sweet spot range, some closer like 40 m some a lot further away like 180 m. If you use the sniper for their dedicated range you were able to one-shot enemies in the upper body, otherwise the damage wouldn’t be enough, no matter if you were closer or further away. It felt relatively fair and there were options for every type of sniper player (i enjoy close range sniping).