Frankly this has bothered me from my first months in OW1, why would they ever include mini health packs if they already added megas to a game where having any healer at all wasn’t guaranteed? Like, yeah you can top yourself off or get survivability as a flanker, but why does it benefit anyone to restore a flat 75 HP when there’s 250 packs as well?
It’s just… not my favorite system in the game and somehow felt like an outdated idea when it released. But then Rivals came in and improved the system, EVERY health pack sits between the value of a mini and a mega, but it also applies a heal over time that lasts until you’re full or get hurt
It feels… amazing. It feels right. I can duck away as Groot or Venom from a losing fight, and viably sustain myself for a brief moment while the team regroups. I can flank, get a pack and rejoin the fight immediately. I can remove the urge for inexperienced supports to chase me down, because the game lets me handle it myself
Straight up OW would feel way, way better with this version of health packs over the current ones + slow regen passive on all heroes
Personally, i would rather keep the current passive than have to hunt for health packs when the supports are not around. I would be fine with all health packs being somewhere in the middle tho. Mini ones don’t do much, and mega ones can be real strong if someone can pick it up mid fight.
That’s fair enough, I personally like being rewarded for map knowledge/good pathing. The sweet succulent burst
+regen is instant, if you find a health pack fast enough, but having it passively after waiting is situationally better. Though yeah I’d happily accept 150/175 packs
Oh but I do, I play Hammond on tank lol could you imagine this beautiful timeline
I haven’t played Rivals, but this sounds very reasonable for 6v6. The other posters make a good point, 5v5 has a sustain problem and this would only make it worse.
Yea, didn’t this issue was already shown in Volkskaya where you can camp like, 2 megas and that made the fights last even longer because of it due to sombra able to hack it which make it respawn faster?
I like the idea, but I don’t think it’ll be great.
Besides, OW already has passive regen out of combat.
Im not fully sure I understand your complaint. Are you asking “why would anyone pick up a mini when they can get a mega?”
The mega might be further away so all you’d have access to is the smaller one. You dont always have the luxury of choosing which one you have access to. Minis also respawn faster.
Don’t forget there’s two different accelerated timers for hacked health packs. Making them all megas would nerf how quickly you could pick up a formerly mini hacked health pack.
Yep, 10 seconds instead of 15 seconds. Granted, in pretty much any cicumstance outside of a hacked medkit, I doubt anyone is going to stand around waiting for it, but the lower respawn time does improve the odds that its there (i.e. in case someone else picked it up recently). Cant tell you the number of times I went for a mega only to find someone else took it and I died while its in the last few seconds of respawning
No… Not what I’m asking, if you need a health pack grab one obviously. I’m questioning why the devs thought the values of 75 and 250 were the golden formula
Why not just 150s across the board, better for all roles in a world where healers were optional. 75 on a tank is 75 more than before it’s just… not that impactful and a waste to use if your DPS needs it. But then you get nothing or have to travel for another. Idk I always thought they needed to all be megas or activate an instant regen over time effect
75 doesnt sound too bad, particular back when most heroes had 200HP. I dont think the point of medkits is to go pick up 3 of them from scattered corners of the map, its to give you an edge in a fight and allow flankers to recover a bit during engagements.
It doesn’t really matter. Most of you won’t go grab em anyways, and would still blame supports for not healing you when you are dying 10 miles away from em shouting “I need healing”.