Does anyone know the mechanics of Hog's hook combo in real detail? I've played a lot of him, and I've seen others and heard others that Reaper can absolutely be one-shotted by the combo...but I can't do it. I've tried and tried and tried with different aiming points and such, and I think I might have done it once, but I'm not even sure of that.
Right-click, hook, walk forward and left-click, melee.
Pulse Bomb's base damage is lowered 100, and it is moved to Tracer's E skill, overwriting the alias for Blink. (Blink can still be activated through alt-fire.) 10-12 second cooldown?
Tracer gets a new Ult: Chrono Overload. On activation, two copies of Tracer appear where Tracer was 1.5 seconds ago and 3 seconds ago, respectively. They move such that they maintain these positions (even duplicating involuntary movement such as being flung by explosives or hooked by Hog). They will aim and fire such that they hit whatever the main Tracer is aiming at. The secondary Tracers will feign taking damage but can't actually be killed. They expire after a fixed period of time, probably about 4-6 seconds, in line with other "transform and attack" ults like Tactical Visor and Dragonblade.
My favorite musical instrument is the air-raid siren.
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Does anyone know the mechanics of Hog's hook combo in real detail? I've played a lot of him, and I've seen others and heard others that Reaper can absolutely be one-shotted by the combo...but I can't do it. I've tried and tried and tried with different aiming points and such, and I think I might have done it once, but I'm not even sure of that.
I can try and grab some video of it to help illustrate, I guess. I looked through my youtube backlock and most of the Reaper kills I have there happened to be ones where a right click took half their health off first (which is also a good strategy to make it easier).
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Does anyone know the mechanics of Hog's hook combo in real detail? I've played a lot of him, and I've seen others and heard others that Reaper can absolutely be one-shotted by the combo...but I can't do it. I've tried and tried and tried with different aiming points and such, and I think I might have done it once, but I'm not even sure of that.
I can try and grab some video of it to help illustrate, I guess. I looked through my youtube backlock and most of the Reaper kills I have there happened to be ones where a right click took half their health off first (which is also a good strategy to make it easier).
Alright nevermind, spent some more time with it and if there's any kind of elevation difference between you and the hook target (FFA now is Petra only so that's all the time) then aim assist seems to royally fuck you over. I had to turn aim assist completely off to get combos going on any character, and that obviously makes normally shooting things a bit wonky. Generally speaking most characters if you got a straight hook on them you don't want to move your aim at all but aim assist loves ducking your reticle down as they zoom towards you, when is the exact opposite of what you want except against like Torb and Lucio.
I was doing a lot better with hog when I last played a bunch and this wasn't bothering me, not sure why.
I did try pulling out Ana a bit in QP last night. It did not well. I really should stop trying and commit to Tracer main and tank flex.
Speaking of, I had one of the most delicious Tracer moments ever last night. I'm in a skirmish, just lookin' around and suddenly I'm being hacked from behind.
I turn around and wave at her as the Sombra begins unloading her SMG at me, and brrring I unload my pistols into her dome before she can kill me.
Pulse Bomb's base damage is lowered 100, and it is moved to Tracer's E skill, overwriting the alias for Blink. (Blink can still be activated through alt-fire.) 10-12 second cooldown?
Tracer gets a new Ult: Chrono Overload. On activation, two copies of Tracer appear where Tracer was 1.5 seconds ago and 3 seconds ago, respectively. They move such that they maintain these positions (even duplicating involuntary movement such as being flung by explosives or hooked by Hog). They will aim and fire such that they hit whatever the main Tracer is aiming at. The secondary Tracers will feign taking damage but can't actually be killed. They expire after a fixed period of time, probably about 4-6 seconds, in line with other "transform and attack" ults like Tactical Visor and Dragonblade.
This sounds super cool. I think you'd need the time echoes or whatever to be obvious and fairly easy to destroy. Maybe 50 hp and make them look ghostly.
Pulse Bomb's base damage is lowered 100, and it is moved to Tracer's E skill, overwriting the alias for Blink. (Blink can still be activated through alt-fire.) 10-12 second cooldown?
Tracer gets a new Ult: Chrono Overload. On activation, two copies of Tracer appear where Tracer was 1.5 seconds ago and 3 seconds ago, respectively. They move such that they maintain these positions (even duplicating involuntary movement such as being flung by explosives or hooked by Hog). They will aim and fire such that they hit whatever the main Tracer is aiming at. The secondary Tracers will feign taking damage but can't actually be killed. They expire after a fixed period of time, probably about 4-6 seconds, in line with other "transform and attack" ults like Tactical Visor and Dragonblade.
This sounds super cool. I think you'd need the time echoes or whatever to be obvious and fairly easy to destroy. Maybe 50 hp and make them look ghostly.
Pulse Bomb's base damage is lowered 100, and it is moved to Tracer's E skill, overwriting the alias for Blink. (Blink can still be activated through alt-fire.) 10-12 second cooldown?
Tracer gets a new Ult: Chrono Overload. On activation, two copies of Tracer appear where Tracer was 1.5 seconds ago and 3 seconds ago, respectively. They move such that they maintain these positions (even duplicating involuntary movement such as being flung by explosives or hooked by Hog). They will aim and fire such that they hit whatever the main Tracer is aiming at. The secondary Tracers will feign taking damage but can't actually be killed. They expire after a fixed period of time, probably about 4-6 seconds, in line with other "transform and attack" ults like Tactical Visor and Dragonblade.
This sounds super cool. I think you'd need the time echoes or whatever to be obvious and fairly easy to destroy. Maybe 50 hp and make them look ghostly.
Pulse Bomb's base damage is lowered 100, and it is moved to Tracer's E skill, overwriting the alias for Blink. (Blink can still be activated through alt-fire.) 10-12 second cooldown?
Tracer gets a new Ult: Chrono Overload. On activation, two copies of Tracer appear where Tracer was 1.5 seconds ago and 3 seconds ago, respectively. They move such that they maintain these positions (even duplicating involuntary movement such as being flung by explosives or hooked by Hog). They will aim and fire such that they hit whatever the main Tracer is aiming at. The secondary Tracers will feign taking damage but can't actually be killed. They expire after a fixed period of time, probably about 4-6 seconds, in line with other "transform and attack" ults like Tactical Visor and Dragonblade.
This sounds super cool. I think you'd need the time echoes or whatever to be obvious and fairly easy to destroy. Maybe 50 hp and make them look ghostly.
So nearly double the hps of Syms turrets.
Yes. For an ultimate.
Sorry, I should have added a at the end of my sentence. It wasn't meant to be taken as blunt or anything lol.
Tracer's ult just needs one fix - put it back to 400 damage. It was always the lowest-damage ult anyway - this just makes it better than almost-useless.
'Chance, you are the best kind of whore.' -Henroid
I dunno. The more I think about my idea the more I like it. If Tracer does an ult callout then the enemy team should be looking out for her to be porting in and bombing them. But her mobility still leaves her a threat.
I just want to see three Tracers all circling someone. :sad:
pervert
+4
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
tracers ult should immobilise tracer but summons another tracer with 100hp lasting 10seconds that can run up walls and explode dealing damage in a radius with 600 at the centre
tracers ult should immobilise tracer but summons another tracer with 100hp lasting 10seconds that can run up walls and explode dealing damage in a radius with 600 at the centre
See that seems like an ult with a ton of potential value. I am jealous of this insane concept.
'Chance, you are the best kind of whore.' -Henroid
Does anyone know the mechanics of Hog's hook combo in real detail? I've played a lot of him, and I've seen others and heard others that Reaper can absolutely be one-shotted by the combo...but I can't do it. I've tried and tried and tried with different aiming points and such, and I think I might have done it once, but I'm not even sure of that.
tracers ult should immobilise tracer but summons another tracer with 100hp lasting 10seconds that can run up walls and then both the original and copy Tracers explode dealing damage in a radius with 600 at the centre
I don't want Junkrat's ult. I definitely don't want a transformation ult. I just want a stuck pulse's value to reflect the skill it required to pull off.
'Chance, you are the best kind of whore.' -Henroid
I'm slow and didn't realize that surrealitycheck was describing Junkrat's ult.
I would like to petition to change his ult so he also explodes when it is triggered.
im a specialist in passive frags so... signed
okok how about this, tracers ult spawns another tracer, but shes zipping back and forward through time and is really sad about it like a sad time ghost and she inflicts crippling emotional damage to the enemy team, and as the tracer builds up more ults the number of time ghosts multiplies until everybody is too bummed to play
I'm slow and didn't realize that surrealitycheck was describing Junkrat's ult.
I would like to petition to change his ult so he also explodes when it is triggered.
im a specialist in passive frags so... signed
okok how about this, tracers ult spawns another tracer, but shes zipping back and forward through time and is really sad about it like a sad time ghost and she inflicts crippling emotional damage to the enemy team, and as the tracer builds up more ults the number of time ghosts multiplies until everybody is too bummed to play
Due to time shenanigans, this Ult has already been used on every tank main.
When activated, the next melee strike activates a short-range blink. The target instantly receives the equivalent of a fully charged deadeye shot in damage - it 100%s anything. Single-target only.
Also
Good games tonight. Immediately after taking that I got another on Tracer. None of them are particularly awesome but I'm playin' well ^.^
'Chance, you are the best kind of whore.' -Henroid
When tracer uses her Ult she is teleported back to spawn and a healer is selected for the team.
/cackles manically
But seriously, what if it stayed the same but stuck to the nearest target in a frontal cone? Landing it is easier.
Failing that if target doesn't die to blast, they get an orb of discord like effect that only tracer can see (and benefit from) because she's annoyed that the bomb didn't do the job.
Actually it's occurred to me that changing the targeting to a Ana Nano /Brig Repair / Mercy GA thing would make its low damage a fairer trade - but that really goes against Tracer's whole thing of rewarding skill.
'Chance, you are the best kind of whore.' -Henroid
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BRIAN BLESSEDMaybe you aren't SPEAKING LOUDLY ENOUGHHHRegistered Userregular
... So you want it to be a virtually guaranteed kill on a 200HP hero, right
Actually it's occurred to me that changing the targeting to a Ana Nano /Brig Repair / Mercy GA thing would make its low damage a fairer trade - but that really goes against Tracer's whole thing of rewarding skill.
That seems like it would be a pretty good buff. Make it a thing where the target can outrange the ultimate while you're firing it, and it wouldn't be QUITE a finger-of-death button.
Does Pulse bomb actually take any time to warm up? Like, I live for "DEATH FROM <urk>" and "DAH DAH DAH DAH DAH <urk>" etc but I don't think I've ever heard a "Here you <urk>"
If there's any ult in the game that needs a redesign, it's Hog's. The dude is about as balanced as he can get with his normal skills, but his ult is so trash that he's still not good enough.
Also because DVa, but let's forget that for a second.
Actually it's occurred to me that changing the targeting to a Ana Nano /Brig Repair / Mercy GA thing would make its low damage a fairer trade - but that really goes against Tracer's whole thing of rewarding skill.
That seems like it would be a pretty good buff. Make it a thing where the target can outrange the ultimate while you're firing it, and it wouldn't be QUITE a finger-of-death button.
Does Pulse bomb actually take any time to warm up? Like, I live for "DEATH FROM <urk>" and "DAH DAH DAH DAH DAH <urk>" etc but I don't think I've ever heard a "Here you <urk>"
The bomb does have a cast time, but as far as her voice line goes it comes out so fast I'm not sure if it has an interrupt version. I guess I would assume it does, but I can't think of a time I've heard it off the top of my head either.
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BRIAN BLESSEDMaybe you aren't SPEAKING LOUDLY ENOUGHHHRegistered Userregular
I mean okay if I were to throw Tracer a bone I would like, I dunno. Increase projectile speed of the bomb and flatten the arc so it can be thrown further and harder without having to lead the target as much, and make it recharge a hair faster.
Sure mains are going to have to relearn it but in the long run makes the ult harder to whiff for players while still requiring a modicum of skill and not being an instant finger of death that initiates the team fight by guaranteeing a 6v5 on the back line (and thereby virtually guaranteeing a win on the following team fight)
I mean okay if I were to throw Tracer a bone I would like, I dunno. Increase projectile speed of the bomb and flatten the arc so it can be thrown further and harder without having to lead the target as much, and make it recharge a hair faster.
Sure mains are going to have to relearn it but in the long run makes the ult harder to whiff for players while still requiring a modicum of skill and not being an instant finger of death that initiates the team fight by guaranteeing a 6v5 on the back line (and thereby virtually guaranteeing a win on the following team fight)
If I were to throw Tracer mains a bone...I wouldn't.
Because I've already seen Tracer mains complain that their ult disappears whenever they die mid-throw. And then the Mei mains pipe up and say "yeah we noticed that too!"
But you know what? It's "ultimate". Not "definite".
You had up to 4 instant speed dodges, and only one thing - your ult - which had a cast time of any kind. Which made it interruptible. And someone interrupted it. And that's fine because it gives that ult some counters. Much like what Reinhardts feel every day. And Roadhogs. And Wrecking Balls. And Genjis. And McCrees, and Pharahs all day every day. And Soldiers during their whole damn ult. And Reapers.
You know what? I've become more and more certain that ults should be hard to cast. They should be very punishable when you press Q lackadaisically. I think Barrage and Sights should be about the norm for ults, and anyone complaining that their ult isn't better than that? They're right that some ults are better, but they're wrong in that their ults should be worse.
If there's any ult in the game that needs a redesign, it's Hog's. The dude is about as balanced as he can get with his normal skills, but his ult is so trash that he's still not good enough.
Also because DVa, but let's forget that for a second.
This is actually a fun thing I've discovered messing around on PS4. On PC Hog's ult is pretty solid if situational (ie, sometimes it just makes space, sometimes it kills three people nigh-instantly depending on nearby terrain); on console it's completely unusable because the kick is so ridiculously strong you can't keep it on target at all. Like, on mouse you just have to barely glide your aim down to compensate and keep it hitting the person you want it hit. On sticks you have to jam the right stick down hard and hope you get lucky. Evening that out (or just taking away the kick entirely, who cares) would probably go a long way
With the exception of Genjis. I always kill Genjis on console because uncontrollably aiming above my head counters them constantly double jumping over me :rotate:
I mean okay if I were to throw Tracer a bone I would like, I dunno. Increase projectile speed of the bomb and flatten the arc so it can be thrown further and harder without having to lead the target as much, and make it recharge a hair faster.
Sure mains are going to have to relearn it but in the long run makes the ult harder to whiff for players while still requiring a modicum of skill and not being an instant finger of death that initiates the team fight by guaranteeing a 6v5 on the back line (and thereby virtually guaranteeing a win on the following team fight)
If I were to throw Tracer mains a bone...I wouldn't.
Because I've already seen Tracer mains complain that their ult disappears whenever they die mid-throw. And then the Mei mains pipe up and say "yeah we noticed that too!"
But you know what? It's "ultimate". Not "definite".
You had up to 4 instant speed dodges, and only one thing - your ult - which had a cast time of any kind. Which made it interruptible. And someone interrupted it. And that's fine because it gives that ult some counters. Much like what Reinhardts feel every day. And Roadhogs. And Wrecking Balls. And Genjis. And McCrees, and Pharahs all day every day. And Soldiers during their whole damn ult. And Reapers.
You know what? I've become more and more certain that ults should be hard to cast. They should be very punishable when you press Q lackadaisically. I think Barrage and Sights should be about the norm for ults, and anyone complaining that their ult isn't better than that? They're right that some ults are better, but they're wrong in that their ults should be worse.
You... may've seen Tracer mains complain about that? In their defense I'll say if I throw this skillshot ult and stick the enemy's Mercy and the STICK notification pops up on my screen and then I die and my ult disappears? That's bullshit. I executed that perfectly, I threw it, it stuck and Tracer doesn't have a Junkrat mechanic where she needs to manually detonate it. If Mei throws snowball, Snowball activates and Widow headshots Mei, Snowball doesn't disappear. If someone headshots me between the toss and the stick, that's just life, but if I land the stick I should get the value. D.Va might be an even better example - there is no point at which her self-destruct can be cancelled, even if you headshot her instantly as she pops out of it - you can only interrupt Call MEKA afterwards.
Second, the only bone we want is an Ultimate Ability that lives up to the name. The Pulse Bomb nerf may have been about stopping Tracer from killing tanks easily, but its effect was to make the ult all-but-useless against anything but a perfectly stuck squishy target - and thanks to the massive amount of counterplay it's got, even that is never a sure thing. Myriad abilities in the game can cleanse, block, deflect or destroy my ult - such is life.
If its lethal radius Vs. squishies was the same as it was before the nerf I think I'd be okay with it - that was still a very, very small radius - but it makes a huge difference.
Just buff the damage or increase the blast radius or both and call it even.
This guy gets it.
EDIT: NOT ONLY THAT but let's also keep in mind that any squishy perceived to be the "correct" target for a perfectly-executed pulse bomb - Mercy, Ana, Lucio, Zen - would be killed faster if the Tracer just shot them with a perfectly-executed clip of shots. 0.5-1.0 seconds to empty a clip into them versus 0.5 seconds for the throw +1.0 seconds for the timer. At its very best, currently, what Pulse lets you do is walk up to someone and jab them with a one-inch-punch that'll make them blow up in one second while you move on to the next target. It's just a clip you didn't have to land.
Chance on
'Chance, you are the best kind of whore.' -Henroid
Yeah as a fairly regular Tracer player, I have zero problem with the ult getting canceled if I die between hitting Q and it hitting a target/the ground. The real problem is what happens (or doesn't) after it sticks.
I'd just give tracers ult some magnets so its homes towards a target within some reasonablely small amount of space of the arc of the throw
So near misses become sticks but its still possible to miss with careless throws
Goes against the whole thing of Tracer becoming progressively better depending on player skill. Anyone can land a stick if the projectile behaves like Nanoboost/Discord/Guardian Angel.
'Chance, you are the best kind of whore.' -Henroid
Ultimate abilities shouldn't be a guaranteed kill, but none of them are as easy to squander as Tracer's and that just isn't fun. I think they should change it to be a wider area effect explosion with either less damage or a longer detonation time so enemies have counterplay. Maybe remove player sticking entirely so it's just something you drop on the ground. Or maybe give it lock on targeting, but it does more damage to surrounding enemies than it does to the person you stuck.
Posts
Right-click, hook, walk forward and left-click, melee.
Where to aim is character specific.
Dispatch from the Department of Bad Ideas
Chrono Overload OR Deja Pew Pew
Pulse Bomb's base damage is lowered 100, and it is moved to Tracer's E skill, overwriting the alias for Blink. (Blink can still be activated through alt-fire.) 10-12 second cooldown?
Tracer gets a new Ult: Chrono Overload. On activation, two copies of Tracer appear where Tracer was 1.5 seconds ago and 3 seconds ago, respectively. They move such that they maintain these positions (even duplicating involuntary movement such as being flung by explosives or hooked by Hog). They will aim and fire such that they hit whatever the main Tracer is aiming at. The secondary Tracers will feign taking damage but can't actually be killed. They expire after a fixed period of time, probably about 4-6 seconds, in line with other "transform and attack" ults like Tactical Visor and Dragonblade.
I can try and grab some video of it to help illustrate, I guess. I looked through my youtube backlock and most of the Reaper kills I have there happened to be ones where a right click took half their health off first (which is also a good strategy to make it easier).
Alright nevermind, spent some more time with it and if there's any kind of elevation difference between you and the hook target (FFA now is Petra only so that's all the time) then aim assist seems to royally fuck you over. I had to turn aim assist completely off to get combos going on any character, and that obviously makes normally shooting things a bit wonky. Generally speaking most characters if you got a straight hook on them you don't want to move your aim at all but aim assist loves ducking your reticle down as they zoom towards you, when is the exact opposite of what you want except against like Torb and Lucio.
I was doing a lot better with hog when I last played a bunch and this wasn't bothering me, not sure why.
I did try pulling out Ana a bit in QP last night. It did not well. I really should stop trying and commit to Tracer main and tank flex.
Speaking of, I had one of the most delicious Tracer moments ever last night. I'm in a skirmish, just lookin' around and suddenly I'm being hacked from behind.
I turn around and wave at her as the Sombra begins unloading her SMG at me, and brrring I unload my pistols into her dome before she can kill me.
It was pure perfection.
https://thighsreligion.tumblr.com
This sounds super cool. I think you'd need the time echoes or whatever to be obvious and fairly easy to destroy. Maybe 50 hp and make them look ghostly.
Steam: MightyPotatoKing
So nearly double the hps of Syms turrets.
Yes. For an ultimate.
Steam: MightyPotatoKing
Sorry, I should have added a
Steam: MightyPotatoKing
pervert
See that seems like an ult with a ton of potential value. I am jealous of this insane concept.
Getting Reaper isn't 100% though because of the random spread
My humble addendum.
I would like to petition to change his ult so he also explodes when it is triggered.
im a specialist in passive frags so... signed
okok how about this, tracers ult spawns another tracer, but shes zipping back and forward through time and is really sad about it like a sad time ghost and she inflicts crippling emotional damage to the enemy team, and as the tracer builds up more ults the number of time ghosts multiplies until everybody is too bummed to play
Due to time shenanigans, this Ult has already been used on every tank main.
Ult: Chronal Strike
When activated, the next melee strike activates a short-range blink. The target instantly receives the equivalent of a fully charged deadeye shot in damage - it 100%s anything. Single-target only.
Also
Good games tonight. Immediately after taking that I got another on Tracer. None of them are particularly awesome but I'm playin' well ^.^
When tracer uses her Ult she is teleported back to spawn and a healer is selected for the team.
/cackles manically
But seriously, what if it stayed the same but stuck to the nearest target in a frontal cone? Landing it is easier.
Failing that if target doesn't die to blast, they get an orb of discord like effect that only tracer can see (and benefit from) because she's annoyed that the bomb didn't do the job.
never trust ____ players to design ____'s ult
That seems like it would be a pretty good buff. Make it a thing where the target can outrange the ultimate while you're firing it, and it wouldn't be QUITE a finger-of-death button.
Does Pulse bomb actually take any time to warm up? Like, I live for "DEATH FROM <urk>" and "DAH DAH DAH DAH DAH <urk>" etc but I don't think I've ever heard a "Here you <urk>"
If there's any ult in the game that needs a redesign, it's Hog's. The dude is about as balanced as he can get with his normal skills, but his ult is so trash that he's still not good enough.
Also because DVa, but let's forget that for a second.
hAmmONd IsnT A mAin TAnk
The bomb does have a cast time, but as far as her voice line goes it comes out so fast I'm not sure if it has an interrupt version. I guess I would assume it does, but I can't think of a time I've heard it off the top of my head either.
Sure mains are going to have to relearn it but in the long run makes the ult harder to whiff for players while still requiring a modicum of skill and not being an instant finger of death that initiates the team fight by guaranteeing a 6v5 on the back line (and thereby virtually guaranteeing a win on the following team fight)
If I were to throw Tracer mains a bone...I wouldn't.
Because I've already seen Tracer mains complain that their ult disappears whenever they die mid-throw. And then the Mei mains pipe up and say "yeah we noticed that too!"
But you know what? It's "ultimate". Not "definite".
You had up to 4 instant speed dodges, and only one thing - your ult - which had a cast time of any kind. Which made it interruptible. And someone interrupted it. And that's fine because it gives that ult some counters. Much like what Reinhardts feel every day. And Roadhogs. And Wrecking Balls. And Genjis. And McCrees, and Pharahs all day every day. And Soldiers during their whole damn ult. And Reapers.
You know what? I've become more and more certain that ults should be hard to cast. They should be very punishable when you press Q lackadaisically. I think Barrage and Sights should be about the norm for ults, and anyone complaining that their ult isn't better than that? They're right that some ults are better, but they're wrong in that their ults should be worse.
hAmmONd IsnT A mAin TAnk
This is actually a fun thing I've discovered messing around on PS4. On PC Hog's ult is pretty solid if situational (ie, sometimes it just makes space, sometimes it kills three people nigh-instantly depending on nearby terrain); on console it's completely unusable because the kick is so ridiculously strong you can't keep it on target at all. Like, on mouse you just have to barely glide your aim down to compensate and keep it hitting the person you want it hit. On sticks you have to jam the right stick down hard and hope you get lucky. Evening that out (or just taking away the kick entirely, who cares) would probably go a long way
With the exception of Genjis. I always kill Genjis on console because uncontrollably aiming above my head counters them constantly double jumping over me :rotate:
You... may've seen Tracer mains complain about that? In their defense I'll say if I throw this skillshot ult and stick the enemy's Mercy and the STICK notification pops up on my screen and then I die and my ult disappears? That's bullshit. I executed that perfectly, I threw it, it stuck and Tracer doesn't have a Junkrat mechanic where she needs to manually detonate it. If Mei throws snowball, Snowball activates and Widow headshots Mei, Snowball doesn't disappear. If someone headshots me between the toss and the stick, that's just life, but if I land the stick I should get the value. D.Va might be an even better example - there is no point at which her self-destruct can be cancelled, even if you headshot her instantly as she pops out of it - you can only interrupt Call MEKA afterwards.
Second, the only bone we want is an Ultimate Ability that lives up to the name. The Pulse Bomb nerf may have been about stopping Tracer from killing tanks easily, but its effect was to make the ult all-but-useless against anything but a perfectly stuck squishy target - and thanks to the massive amount of counterplay it's got, even that is never a sure thing. Myriad abilities in the game can cleanse, block, deflect or destroy my ult - such is life.
If its lethal radius Vs. squishies was the same as it was before the nerf I think I'd be okay with it - that was still a very, very small radius - but it makes a huge difference.
This guy gets it.
EDIT: NOT ONLY THAT but let's also keep in mind that any squishy perceived to be the "correct" target for a perfectly-executed pulse bomb - Mercy, Ana, Lucio, Zen - would be killed faster if the Tracer just shot them with a perfectly-executed clip of shots. 0.5-1.0 seconds to empty a clip into them versus 0.5 seconds for the throw +1.0 seconds for the timer. At its very best, currently, what Pulse lets you do is walk up to someone and jab them with a one-inch-punch that'll make them blow up in one second while you move on to the next target. It's just a clip you didn't have to land.
https://twitter.com/bluebloodtanuki
So near misses become sticks but its still possible to miss with careless throws
Goes against the whole thing of Tracer becoming progressively better depending on player skill. Anyone can land a stick if the projectile behaves like Nanoboost/Discord/Guardian Angel.