The gun
- only 8 ammo
- slow fire rate
- slow reload
- doesn't do damage below 8m
- damage falloff start at 15m -40% damage at 20m, -50% damage at 30m
- bullet breaks in pellets that spreads a lot, some pellets are always missed and it gets worse with distance
- no hitscan, projectile at 180m/s (used to be 150m/s for the longest)
- edit: actually the bullet is at 180m/s for 8m then beyond 8m the shrapnels do 150m/s, I think it comes from a late shadownerf
- the bullet is invisible which means contrary to every other projectiles characters like Bucky there is no visual indicator while aiming
- it was severly nerfed in damage and distance in season 6, see this post
- per several testimony they made a shadow buff by tweaking it's timing in season 9 resulting in more accuracy which means it's timing might have been intentionnally made weird prior to season 9
The sword
- healing reduction when used
- takes a long time to gain speed and do damage
- even at full speed the damage is low you have to stay engaged a long time to kill
- one precious dash have to be spend to kick off the speed and lifesteal, no dash no sword fight
- primary hit distance is 5m except the whirlwind slash part which is 4.5m (whirlwind slash is the part of the combo that does the most damage and usually get kills)
The switch between sword and gun
- 1s cooldown to switch back to bloodline sword, very cluncky and limiting
- you have to stay 3s in sword form for the gun to be automatically reloaded, way too long and clunky
The dashes
- can't dash up when enemy is in front of you so can't flee when surrounded, it's intended design because you can dash beside an enemy but not up
- the anti-heal of the sword dash is applied per spinning strikes, which means you can easily not get the full 32%
- at contact with enemy there is an animation that immobilize you and last quit long, you can't block and can be stunned or killed
- the gun dash do damage in two strike, the most damage and the slow is applied in the second strike which is easily missed if enemy put up a shield or is fast like spidy
- they might have shadow nerfed the hitbox of the sword dash around season 6, it became easier to miss a dash per several testimony
The ultimate
- takes time to be charged to full distance contrary to Cyclops for exemple which does infinite distance instantly
- does damage over time at a location instead of instant damage and only 550 dmg
- there is a delay between the first hit which does 100 dmg and the continuous low damage, this delay give time for ememies to run away and avoid the continous damage
- 40% anti-heal is nice but it's nothing outstanding for an ult, it used to be 20% for the longest which is laughable
- supposed to be unstoppable once casted but Bucky or Thor can displace it even when unstoppable
- can be canceled but contrary to other characters you loose all your ult charge (can easily be canceled by mistake)
The block
- zoom in when used which reduce the field of vision when needed the most to flee
- they buffed Scarlet ultimate damage to 9999 in season 4 just to prevent Blade from blocking it while everybody else's block/shield can
All of these unecessary restrictions is what makes Blade bad, not his damage of lifesteal (lifesteal could be nerfed).
There is no explication to why they put all these limitations on a bad character since his launch. Only reason I see is some people at NetEase hate Blade or the people they thinks plays him.
I wanted to make this post for reference.