It's not the scatter arrow hitting you it's the collateral effect of the original shot. I don't have a problem with it functioning that way I take issue with the Insta kill ability of the secondary effects of the original shot. He'll if the original shot one shot me I'd be 100% ok with it. If even be ok if it didn't and it killed me while in a small room (used to flush people out of hiding). I'm not suggesting they change how it functions om.suggesting they change the damage of the collateral effects of the shot. You shouldn't be rewarded in this game for not hitting your targets, or in any first person shooter for that matter. It's absolutely antithetical to the function of fps games.
Sorry, but if this is how you think, then the game has a LOT of abilities that do not function antithetically to an FPS.
Lots of things rewards you with damage from things you didn't directly aim. Pharah's rockets have an explosion radius, for example. Junkrat's nades are even more of this kind of problem because they have an arc to them. I can't tell you how many times I've died because Junkrat was spamming grenades over a wall from outside the objective. Those weren't aimed shots, they didn't even know where anyone was and they didn't have to hit me but they did damage with explosions. Then there's the turrets, who the game aims for you. Orisa's pull ability literally functions by not hitting you, but by aiming to the side of you and pulling you off the map. And while Winston's and Symmetra's primary fire technically do hit you, sure, the lack of aiming required on them should be theoretically antithetical by to FPS by your logic too.
So maybe you have an issue with the shards being an instakill rather than the fact that they damage you. Thing is, they're not rng nor are they "Not aimed" at you in situations where they reliably instakill you. To get an instakill, a player has to aim at the ground in front of you, at which point the arrow will scatter in a predictable direction. I don't see why the fact that it being indirect damage rather than direct damage should be offensive to anyone. It's not that you aren't getting hit with the attack, it's that the attack functions in such a way that aiming at the ground is the ideal way to hit you. Unless you're arguing that Pharah's concussion blast should never kill you unless she's directly hit you with it as well, rather than the ground next to you.
And I assure you pros brought out attack hanzo on certain maps and points (obviously not for much because as a CHARACTER he isn't that viable at high level play) and they were quite efficient with scatter. The thing being that other heroes offer more viability with dps output than what scatter or his normal shots offer (theres a lot more room.for error with his regular shots than picking tracer or someone) which is why you don't see him in abundance. That doesn't mean because the characters viability is lower that scatter isn't ridiculous however. Both assessments can coexist.
Well, I don't care enough to prove whether this was or the case with the pro's or not, but that just makes him situationally viable. But, even so, a 5v6 pick is still an amazing advantage that I would think even in this Meta would be useful to play.
You wouldn't see this as a problem if you're playing a lot of diva. Tracer as well since she's a flanking character and hanzo is fucked if you flank and he can't get a scatter off close range. Additionally, hanzo requires consistent accuracy with his normal shots to make him super viable. You're not going to see that at plat which is why you won't see him being picked a lot. Additionally hanzo has a pretty big negative stigma to him that instantly triggers teams to complain when he's picked. Pick rate doesn't equate to scatter not being an unfair ability.
Well, I see him in QP a lot and where I play most other characters, and he doesn't give me any problems with scatter arrow there either. Granted, it's QP, so sometimes you get really bad Hanzo's, but that also means sometimes you get good ones. I was also in Silver and Gold for a long while. Basically, I've been all over the place, and I haven't been anywhere that he's been an actual problem.
And yes you can dodge his scatter but that's not really a defense of it because you can say that about any ability. The question should be if the ability is functioning as it should and it hits, is it balanced with the rest of the game. And if argued comparatively to everything else it isn't. When I say you can avoid hog by being out of range I mean you literally cannot be touched by hog by staying out of range. With scatter you don't even have to be in his line of sight for it to one shot you with an initial shot that doesn't even hit you. Again, I'm ok with an ability that functions in that capacity however when no other ability one shots you without needing a direct hit except from a character whose whole role is predicated around making extremely accurate shots, you're rewarding the wrong playstyles.
You can also block it, don't forget that. Icicle, Reinshield, Zaryabubble, etc.
If you don't have a line of sight to the character, you're going to need a particular angle in which to hit the character. You're exaggerating by saying you can be hit from anywhere and anyhow across the entire map. If there is a straight wall between you and the enemy, scatter isn't going to do anything. If you are the right angle, but the character has walked too far into a corridor, you probably aren't going to get the kill. Scatter Arrow needs to be at a very close and sharp angle to be a reliable kill. Anything past that, it MIGHT hit the enemy, but it's unlikely to do kill damage. Scatter Arrow has different weaknesses than Hog, talking about how Scatter has a longer range doesn't do much for me, especially since, as I said before, the longer range a scatter is, the less likely it's going to be to hit anyone.
Knowledge of hanzo doesn't mean you avoid scatter. He can get his shots over reins shield and over positions where his line of sight should keep you safe. It happens to me literally all the time. Jumping helps when you know it's coming but that's not even a guaranteed safeguard from it either.
Nothing keeps you entirely safe from any ability. There is no such thing as guaranteed safeguards in this game. Even the hardest of counters in this game still offer you the chance to outplay that counter. That's just the nature of the game, you can do stuff that maximize your ability to survive, but there's never anything that straight up
can't kill you ever.