Bleed status effect

What is it?
Bleed status is a proposed new effect to mitigate healing without directly nerfing healers. Bleed status is not DoT but rather a debuff that reduces the healing that a hero receives from their allies by 50%. Bleed status does not impact self-healing, and it’s cured by a health pack like burn and poison effects.

Who benefits from it?
Rapidfire heroes like Soldier, Bastion, Orisa, Sombra, Tracer and Hammond can proc bleed. Burst damage heroes like Widow, Hanzo, Ashe, Genji, Junkrat and Reaper cannot.

How do you proc bleed?
This is a skill-based status effect that requires a player to maintain a particular level of accuracy against an individual target for a set amount of time, in addition to meeting a fixed damage threshold value.

If a player targets their enemy with 20% accuracy, it will take 8 seconds to proc bleed. If shooting with 30% accuracy, it will take them 5 seconds. At 40+% accuracy, it will take 3 seconds. These numbers are a starting point only and may need tweaking. Focus fire does not proc bleed faster.

Who is affected?
The status will have less relevance in mid and lower ranks where accuracy is lower. It will have more relevance at higher ranks. GOATS is likely to be the most affected comp, as 3 tanks in a deathball formation are an easy target that allow DPS to continually proc bleed, thereby reducing the enemy team’s stacked AOE healing by 50%.

What does it look like?
On an enemy, bleed looks like a poison effect—only red. For the hero experiencing the status, it looks similar to the fire effect but red. Hero audio samples that already exist for burn and freeze can be reused here.

What about the tanks that aren’t doing great currently?
Thankfully, they already have abilities that can easily be tweaked to provide bleed immunity. For instance, Orisa’s fortify would provide immunity, cure the status if present and remove any buildup toward the status. The same could work for Roadhog’s take a breather and Hammond’s adaptive shields.

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I like the idea, but if tanks had a way to wipe out the effect, wouldn’t it make tanks even more important in the meta?

Or are Hammond, Dva and Rein the only ones who wouldn’t be able to stop the bleed?

In the beta, Genji’s dash had a bleed.

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Thanks. Zarya, Rein and D.Va wouldn’t have any abilities to grant themselves immunity. I think it’s safe to allow Hammond immunity through shields though.

Interesting. Was it just DoT?

Yeah. It was just like his normal dash now, but had a little extra DoT on the end. I think they thought it would be hard for him to get his dash resets lol.

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:joy: yeah, sounds like it would be pretty OP.

So what happens to healing ultimates when the enemy runs bleed heavy comps?

I would imagine that support ults instantly cure any bleed. But I guess that’s something the devs would have to explore IF they ever wanted to look into this concept.

I mean as in the charge required to get those ultimates. If you are only getting 50%, it would take dramatically longer.

Absolutely NO bleed effect status stuff. Many other games do this and it is just bad and poorly done. The game already has enough issues the way it is.

I like the idea. Would be interesting to see in action.

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The status won’t be induced that frequently and will most likely only be induced on one target at a time. I don’t think the effect on support ult charge rates will be significant.

Using a bleed-heavy comp to counter GOATS is an exception however, as the tanks will experience bleed frequently, thereby reducing their AOE healers’ ult charges. I think that’s an exception we want though.

A healing debuff of some kind would definitely be a welcome addition.

Apparently, Reaper’s shotgun ammunition is canonically laced with a biological agent that inhibits healing. My guess is they plan to give him a healing debuff of some sort in the future; perhaps as part of a larger rework. I honestly can’t imagine them making it so overtly canon if they didn’t expect people to take it as a hint.

As for an actual bleed effect, I’d rather they designed it to be more like the Bleeding effect from Monster Hunter: while bleeding, moving, dodging, or attacking causes the player to take damage.

It’d be a good way to mitigate mobility creep since it’d be strongest against mobility-dependent heroes like Tracer and Genji while still providing them with options for counterplay.

Either way, it’d just be nice to see some new effects and mechanics added.

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At low tiers it won’t be effected that much but at higher tiers it would be very noticeable, not to mention you can supplement it in cases where you can’t fully trigger bleed with Ana’s Anti-Heal.

Nade is simply a more powerful ability that would override bleed. If a target were affected by bleed and nade simultaneously, it wouldn’t be any different than if they had been hit by only the nade alone.

Even at high tiers, most comps would have two or less rapidfire heroes capable of inducing bleed I’m guessing (although you never really know how things will turn out). I don’t believe even GMs could proc bleed on more than one enemy at a time very often. Again though, I’m just speculating!

Everyone except Tracer lol giving her bleeding damage would break her even more.

Well you wouldn’t use bleed and nade together, you would have to use nade on squisher targets and bleed on tanks or use nade in situations where your DPS can’t position themselves. I don’t particularly like adding large systems to prevent a comp from happening, it’s always going to happen. Dive, GOATS and whatever the next thing is going to be.

I saw in some video that Genji had that before with his dash thingy. It’s was removed for some reason?.

Hahaha. Tracer is pretty irrelevant right now—even at high ranks. However, I did imagine that heroes would have different damage thresholds that an enemy would need to meet to proc bleed on them. For instance, a tank would have a very high threshold compared to a squishy. This is specifically to prevent Tracer from blinking in and inducing the status easily on a target with a large hitbox.

If necessary, the feature could be tweaked further to require a certain number of crits, which is extremely difficult with Tracer’s high spread.

Keep in mind that you don’t choose to use bleed in my proposal; it’s a passive with no CD, so you would never be reserving it for specific targets.

If your DPS can proc bleed to more easily secure a pick, then your Ana can indeed reserve her nade but again, it’s unlikely that a team could proc bleed on more than one enemy at a time, and Ana doesn’t often nade a single enemy anyway.

It will typically be the fights where your Ana doesn’t have nade that bleed will be more relevant.

A high-bleed comp of characters like Soldier, Sombra, Tracer and Hammond paired with an Ana changes things, as they will be able to induce bleed much more frequently and cycle bleed with nade. But I imagine a comp like this would only really be effective against GOATS, as it could be countered pretty easily by a sniper or bunker comp.

Indeed, but evidently his bleed caused damage over time which was probably pretty OP. :sweat_smile: My concept doesn’t inflict any damage. It’s just a debuff.