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Reducing Flashbang Abuse in High-Level Gameplay

Suggested by
on August 14, '25
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Nerf flashes severely. I know flashes are likely not as large a problem in lower level lobbies, but in master level pro league scrims, flashes are the most abused thing and the worst part is they have no counter-play. If the enemy knows a good flash lineup that hits the whole room, it is just over. They stack the flashes all at once and run in and there is nothing you can do. I have multiple suggestions on how they should be nerfed. 1. Remove the friendly fire reduced flash time. 2. Remove the slow. 3. Make looking away from the flash nullify, not reduce. 4. Add back hand blocking of flashes. 5. Maybe even increase the price. If anything is done, counter-play needs to be added. The issue isn't what happens when you get hit as much as how easy it is to get hit. If the enemy knows what ROOM you're in, lineups can hit nearly the whole room easily. On top of this, flash fuse times are so short you don't have time to deploy a smoke to counter it or do any thing. Flashes are just 100% free value and are a majorly abused feature in high level league game play and even in ranked it is un-fun. Flash gameplay must have a reasonably possible, skillful counterplay option like looking away or hand blocking. But as it stands even when looking away you get either full flashed or 75% flashed if you're lucky. IMPORTANT SIDE NOTE!!!!!! I don't know if this was intentional, but flashes stack. Throw two flashes at once, they get flashed for 8 seconds. It doesn't just reset the 4 second timer.

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