A jab at a new DPS passive

The same elim rule as the current one , for the same 2.5s:

  • Gain 20% max HP of overhealth (capped, meaning if you get multiple elims in the span of 2.5s it wont go up, nor restore it, just reset the timer you keep it, after 2.5s of your last elim, you can restore it)
  • Rate of fire increases by 10% as well, wont stack (same rules as Kitsune Rush)

Now it not only benefits characters that want to move so much, it also benefits everyone that cares about their health total wich should be everyone.

Rate of fire, instead of reload speed cuz Reload speed is kinda too situational and literally does nothing to Hanzo.

Edit: Instead of 50HP, changed to 20% of max HP so it makes more sense depending on the character’s hitbox size/max HP, so it isnt as good for Tracer (30) or as bad for Bastion (60).

2 Likes

Definitely a no for the overhealth thing, just having faster reload or rate of fire is fine.

5 Likes

I always thought the passive should fit the role.

My thought is just give DPS an auto-reload when they drop out of combat.

Or being DPS, give their melee hit a little increase.

Nothing too crazy, but just a nice to have kind of thing.

1 Like

This needs testing. I would say just have the overhealth mechanic on its own.

I am apprehensive about it though because of Tracer benefiting from it so much so she becomes OP/must pick (assist elims still trigger DPS passive)

Why is everyone trying to make the dps role easier it should be harder to play…

That definetly could be the case, the overhealth thingie could get out of hand for sure, but like i’m just trying to keep with the same power lvl it is right now but to fit the whole DPS cast better.

Oh thats true, didnt think about that, lemme try and fix that.

I think this would land them somewhere the same spot they are rn, not all that easier, just more balanced around the whole role.

Different characters should have different passives that scale uniquely to their characters. For example…

Reaper: Killing blows instantly restore a single shell to his primary fire.

Bastion: While in recon mode all killing blows reduce existing CD’s by 1 second. While in turret mode 10% of all damage dealt is applied as a self-heal over time.

Genji: Multi-kills generate bonus ult charge.

McCree: Ult automatically gains 10% charge for each person killed during it’s usage, over one. (So if McCree gets a team kill off high noon, he automatically gets a 40% charge towards his next use of it)

Brig: Instantly heals herself for 15% of all damage done.

Mercy: Healing and Damage Amp charge a passive effect on melee attacks. Damage amp increases damage done on her next melee attack (up to 100%), healing amp grants a knock back effect.

Pharah: Fuel gauge replenished on killing blows.

The problem with the role-specific passives is that you can’t buff or nerf it without causing problems, and it affects different characters differently. A passive granting reduced reload time to Hanzo makes about as much sense as a passive restoring fuel gauge to Roadhog.

1 Like

That beats the premise of a Role specific passive, thats just passives for a specific character at that point.

I’d argue you absolutely can nerf or buff it easier than having to add an specific one for every character and be balanced around it, theres nothing really that difficult in changing a element that was added as an afterthought.

Its much harder to balance the specific characters with said new element than the element itself.

dps dont even need a passive

2 Likes

This.

20 characters lmao

Thats arguably true, but if they keep nerfing the dpses because they have one eventually they will and i think changing it into something that encapsulates the whole cast better like this is the move at that point.

Their passive only works if you/your team get an elim too so technically DPS characters works less out of their passives than the rest of the roles.

2 Likes

Ive had one in my head for a while now.

Elims now grant 5~10% extra ult charge for ALL damage

(Percentage can be bumped up a little)

1 Like

I dont like when the game devolves into an ultimate fest so i much prefer things that play out of that, this one also helps with that cuz Overhealth gives 50% less ult charge.

Also said passives woulndt work when an ultimate is being used either, so i dont like that either.

Plus, what a effin nickname.

1 Like

I don’t think DPS really need a passive. That said, if I had to offer an alternative suggestion, I’d propose that DPS get bonus ult charge for either A) multi-kills or B) final blows. Either would be fine, would just need to adjust the bonus charge depending on the condition

1 Like

I also think its early enough for them to try and take off the DPS passive and see where that leaves the DPS role, before making too many weird changes around it (like nerfing Genji that way)

But no, if they must have one, i rather they dont go that way for the same reason above,

I rather it never working out of the ultimate charge.

1 Like

Just give dps the same passive as support. Support health regen is broken.

It would feel similar to playing Halo/ Destiny regening shields.

1 Like

Hrrm… then it kinda becomes too passive/defensive and sort of invalidates the point of wanting support characters in the first place, somewhat, Halo/Destiny dont have that, its what makes OW its own thing.

Supports could do less healbotting and focus more on damage.

Rework Mercy to be more damage oriented. Make the game a respectable fps.

Now you’re abandoning what Overwatch kinda wants to be, its too early for that i think, give it like 2-4 more Seasons, if it starts becoming appearent its not working then maybe they could do something that drastic.

How am I abandoning what it wants to be. Have you seen Kiriko? Perfect support design. Mobility and damage with utility.