So right now, we have armor
Armor counters sustained damage, extremely well.
So what if we had a new type of health pool that countered burst damage? This would mean this type of health pool would reduce damage more if it was burst, but be hardly noticeable if it wasnât burst.
That way, we could finally have a counter for burst damage, something that has been dominating for so long. It doesnât have to be too strong, just slightly reduce the effectiveness of burst damage.
Thoughts?
How well though?
I couldnât imagine a 200â„ hp hero surviving a sniper shot.
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I think shield health reducing damage over 150 by 25% would be a good idea, gives way for a future shield support like Sanjay? to be unique.
8 Likes
That would be entirely up to the devs, honestly.
It may be good but it depends on how it works. That can be said for many things so I donât have hope.
Iâve seen some ideas and spitballed some ideas like Shxx mentioned. Shields would be the ideal choice, either removing your critbox while the shield health is up, or having them take a max damage of X number. Both have issues and target different types of burst, the former targeting critshot 1 shots like hanzo/widow, the latter targets everything and would allow you to survive funky things like a D.va bomb point blank.
This is the sort of stuff I expected them to test in the experimental honestlyâŠ
8 Likes
Can we stop with dmg nerfs already. Tanks are most OP broken crap in the game and people cry dmg nerfs. DPS is useless compared to tanks.
2 Likes
Just set armour damage reduction to bottom out at 20% and call it day.
Then we can buff DPS if itâs a problem. But right now, a huge problem for DPS is that sustained damage dealers (e.g soldier) are completely outclassed by burst dmg dealers (e.g widow) because burst damage has no counter.
Also I disagree that âall tanks are broken crapâ
Yeah. Shields. Treat shield health as a separate pool.
So, take zen. Widow can hs tracer. Reaper. But she has to two tap zen. Because the first hs clears his shields. Leaving him 50 hp.
If that follow up isnât fast enough, then he regens 10 hp, her next hs takes the ten hp
Whereas, soldier tracking Zen never runs into this issue.
Dmg boost McCree/Ashe? No one shots. Doom? Nicht.
Soldier? Symm? Tibbles? Theyâll be fine
Like other games 
3 Likes
I think thatâs barrier health (Sound barrier, the best defense, hammonds barrier)
Other than ultimates, not enough single instances of damage does more than 150, only Hanzo, Ashe and Widow head shots and maybe if you count the individual sticky bombs from Echo as being a single instance of damage.
You could either have any single instance of damage over 100 be reduced by 20%.
Or you could have a tiered reduction system and so damage at certain amounts get their damage reduced by certain amounts.
0 - 10 damage is untouched.
11 - 50 is reduced by 10%
51 - 100 is reduced by 15%
101 - 150 is reduced by 20%
150+ is reduced by 25%
All values are obviously rounded up or down to the nearest whole number.
A few examples of how this will affect some heroes:
- Tracer: Untouched
- Soldier 76: 18 damage per bullet down from 20
- Echo: 26 damage per sticky bomb for a total of 156 damage down from 180
- Ashe: 72 damage per ADS shot down from 85
- Ashe: 128 damage per ADS head shot down from 170
- Hanzo: 100 damage per shot down from 125
- Hanzo: 188 damage per head shot down from 250
- Widowmaker: 96 damage per shot down from 120
- Widowmaker: 225 per head shot down from 300
- Junkrat: 450 damage from rip tire down from 600 (Good for a tank with this new type of health)
- D.Va: 750 damage from self-destruct down from 1000 (Makes no difference, as youâd need a hero with over 750 health with some of it being the new type)
3 Likes
Purple life ! Sombra could have that, she would definitely be better !
Yeah I agree, Maybe make it work like this?
Because Mcree and friends would need to be affected by these changes.
Hereâs one idea:
It could be a new HP color mechanic, maybe for a new tank or a new support ability.
âIf the playerâs current HP is bigger than 90% of the playerâs total HP , reduce the damage to leave remaining at least 10% of the playerâs total HP instead.â
So, for example, if youâre playing a character with total 200 HP and your current HP is between 180-200 and you receive this ability/effect on you and you take a head shot of 250 of damage, it leaves you with 20 HP instead.
To prevent it from not ruining ultimates limit it to function up to 300 damage, 301 or more damage it wonât work and the character will receive the full damage, also it shouldnât work with Damage over Time beams and effects.
I guess apart from ults, Widowâs full charged headshot is the biggest damage burst in the game (300 damage). I canât think about anything more than that in one burst that isnât ults.
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Iâm all for turning armor into a health gate type of deal.
I can see what youâre doing here. I was thinking something like that. If any shield Hp reduced 50% damage over 150 it might work better I suppose. Therefore every shield Hp acted like 2HP for damage over 150.
It might be easier to make any blue shield HP essentially tank damage over 150 by 50%. Itâs hard to convey but say, Say symmetra is hit by a hanzo headshot for 250 damage⊠her 100 normal Hp is gone⊠leaving 100 shields and 150 damage. The shield HP then reduced incoming damage by 50% therefore it only does 75 damage, leaving her with 25HP this would work with the shield health first though. Maybe characters like Zen, Sigma and Zarya could have their shield Hp toned down accordingly too because of it.
Itâs a fun concept to discuss!
I would prefer a new type of health given to new heroes, leaving the previous heroes untouched because then it requires no further hero balancing for currently existing heroes.
Just make it damage over 45. Thatâs definitely burst.
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I think 90 might be a little better to stop shield HP from being too powerful, it would be great to try out!
1 Like