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You can hide, then they use the wall to block you and then chase you down, and you can't punch them, if you are able to be seen for a second, they can just shoot in your general direction place some turrets and kill you easily even if most of their shots miss because they do so much damage for no reason.
Also if you do hit them and get them low, they can just use their wall, place their healing thing down, and be back to normal while you have to hobble around with half health.
And if they do end up close to death anyways, they just use their ult and instant kill you or force you to hide.
Also you can't punch them if they have turrets or teammates- which they ALWAYS do.
They just do far too much damage, simple as that, they have the annoying attributes of a support character like Mo and Krill or Dynamo and the damage of Haze, and an ult that hits as hard as Bebops. It's totally unfair literally every game with McGinnis on the enemy team is a lose because they do basically everything every other hero does, as well as they do, without any draw backs, with the ability to heal so they never die, the best damage, the best ult, and turrets to cover them to prevent you from trying to punch them or kill them. (plus walkers allied heroes etc.)
They are the only hero that does everything, pushes lanes the hardest, with absolutely no drawback.
If your having that much of an issue with a short ranged character then just engage from afar.
“But i’m also short range!”
Either don’t engage or learn to build better or at least use disrupts / damage reflection items.
Even at long range, say as Vindicta, McGinnis can hit you and do more damage.
And you can't get short range because McGinnis will kill you in seconds, it doesn't matter what you build unless you stun constantly and have 2-3 players attacking at once McGinnis will either out DPS you, or use wall then hide and heal then do more damage, so either you lose, or it's a stalemate, until she uses her ult and wins.
Everything does too much damage but especially McGinnis, there isn't really an opening.
Actually walking away is valid, except then McGinnis goes for your base unstopped and wins the game. I will often times change lanes if someone i'm facing i just can't fight either because they are better or have stronger build or better skills that counter mine.
Thing with McGinnis and Haze is though is it requires practically the entire team to kill and the skill level of either player determines the entire game.
Unlike Haze though McGinnis is also tanky in addition to best damage, best skills, can trap/block you or cover herself, has strong op minions, and can heal with one of the most op ults.
Haze has strong damage and ult, but doesn't have the tankiness of McGinnis, nor turrets, or a wall to block escape or help their own escape, just the sleep dagger which is interrupt upon damage taken.
So in terms of being OP Haze and McGinnis are both at the very top.
ive had games where I had bullet lifesteal, leech, siphon bullets, and vampiric burst, going 1v1 against someone who only had bullet lifesteal and healbane.... but even WITH healbane, I have an active item that gives 80% while active, leech and bullet lifesteal as a combo puts that well over 100%, and siphon bullets pulling away their max hp.... and they still win the fight which should not be possible. but if they only hit headshots..... and utilize other cheats.
Considering her turrets were a menace before her turret nerfs, to then continue to be a menace albeit slightly less persistent set of 'em, to then be given a threshold on their lifespan, the devs seem very aware of the trouble they can cause.
That, and cover is fine, but there was a time when she could throw out fffffFIVE of the things, and I don't think there's any cover shaped to protect from five angles of attack at once.
The trick with Mginz Ulti is that she can still bomb herself by aiming at a nearby wall. That does require her to be next to a wall, but would you look at that she can literally make a wall herself anytime, anywhere!
As for items, it's a bit tricky. Silence Glyph may be the best one for cheap, there are more abilities to hinder fire rate and move speed than there are specifically to silence, and of course there's the universal counter of Curse, which is expensive.
The trouble being, if you disarm or Whither Whip, or otherwise impact her gun, she'll have turrets, and just start throwing out nukes instead of using her gun. If you try a silence, it's likely she already has a turret or two down, so it's like she's only half-silenced in a way.
Healing Spectre lets her manfight. She isn't likely to kill anyone wise enough to slink away through a building, but her alarming durability lets her buy time at worst case for herself, something which is a best case for almost all other characters caught out of position.
Because she pushes so hard, her pushing needs to be attended to and dealt with faster than any other character. It draws two of your teammates into that scenario I mentioned just above with the manfight situation, which means that, for about half a minute, you're trying to avoid a 4v5 while your two guys scare off one enemy from the side lane.
She can legit die to your team 12 times, have no kills of her own, and still be the reason your team is down two walkers on your enemy.
To be clear, it's not that she overpowers in fights hard, she's good in fights for sure, it's that she can operate any condition or environment to great effect.
I like McGinnis, but even the Devs know she's a troublemaker.
Yep in other words she does everything well, as good as the other characters. One McGinnis is worth 2-3 other heroes. if said player is half-decent. Haze firepower, Bebop Ult, and Dynamo healing all rolled up in one for one character, plus turrets to defend themselves somewhat, and a wall to get away or trap with no real counter.
Unlike Haze, which is an unfair 1v1 and can kill quickly. McGinnis is op not just because of having extremely op firepower but because it does that whilst also having insane healing, insane ult, insane trap/block for cover, and turrets to help prevent just "punching to death".