Skip to content

Zac's new Q.

Nerf IreIia··3 votes·1,085 views

I know I'm not the only one that thinks this, but the new Zac... just isn't up to par with the old Zac, infact I think overall, his kit is more balanced and DEFINITELY more fun to play. However, I am definitely not saying he is weak, actually I think he is still quite strong. Just not in the numbers. Especially his Q. Overall. It is an amazing ability, however, I feel that it just lacks any sort of damage, especially the second part of it. Considering it takes up an auto attack space, why does it only deal the ability damage? Add his auto damage onto both, or even just the second part of it, and I feel like it would put him in a better spot than he currently is.

EDIT: Also the hitbox needs to be changed as it's slightly off, I've noticed myself hitting things behind me when aiming for something infront of me.

6 Comments

EmperorPengu2 votes

They are adding a 3% health scaling to his q fyi. As a zac main I hope this fixes him up a bit

Nerf IreIia1 votes

I feel like adding more damage to the ability itself isn't needed, but adding his auto attack damage to the second part would really boost him a bit, because when I use it early, it just doesn't seem at all worth it because I'm actually most likely losing damage because the second part. The AUTO ATTACK, doesn't do auto attack damage on top of it.

meowwow71 votes

well the lack of damage was what they were aiming for they were aiming on the class update to give tanks more cc and less damage

Nerf IreIia1 votes

I can understand this, as I agree, tanks have been dealing too much damage recently. But the second part of his Q is technically an auto attack, so why does it not do the auto attack damage ontop?

Hige1 votes

they'll add %hp based damage and more range, he'll have 300 range in total (which is still weird considering the first Q is like 700 units long but hey, it's something)

Nerf IreIia1 votes

I think the range on the auto attack is perfectly fine as it is. Just the damage is lacking, and I think will still lack even with a hp% scaling on it and it's kinda awkward to use sometimes. Needs more clearance on what the first cast actually hit, as well as it not completely negating the second part of it if the enemy hit by the first part dies (should stick around I think).

More from Gameplay