5) McCree
Let’s start off small with everyone’s favorite cowboy McCree. Acting as both a mid-range and close quarters assault class, he is a very well-rounded hero that can dish out some serious damage. While his weapon, Peacekeeper, can be the bane of some players’ existences, we’re going to discuss his Flashbang. This powerful grenade has the ability to stun an enemy for around three seconds, with almost complete disregard for what said enemy is doing. With the exception of a few ultimates, his Flashbang can pretty much stun anyone going through with their finishing move. The problem with this ability is that McCree’s stun/Fan the Hammer combo is a death sentence for almost any character not in the tank class. McCree’s combo becomes even more dangerous since his roll ability instantly reloads his gun, thus allowing him to unload 12 rounds into an opponent before they can really react.
Our suggestion is to remove the stun effect from his ability and instead give it the ability to blind targets for a brief period of time. Now this will of course slightly reduce McCree’s effectiveness in close quarters, but to offset this we’d recommend a cooldown reduction to seven seconds instead of the current nine seconds. McCree should be viable up close, but also should reward players who are able to successfully control the Peacekeeper’s recoil. The blinding ability would still give McCree an advantage, but not simply reduce an opponent to sitting there unable to react.
There’s also complaints to be made against the wind-up time for his ultimate, Deadeye, but this shouldn’t be changed. McCree is very much about patience, accuracy, and timing, which his ultimate ability reflects wonderfully. All we seek to change about him, his the actual status effect his Flashbang grenade causes opponents.