You can do whatever you want, but if your gonna cut one down, the other must come down at the same time
If you wanna nerf damage, I support that, I’m all for it but please, please, please make sure you cut healing equally, and it has to happen at the same time or there could be an inballance, causing people to be confused about where the real issue is.
“Oh, they nerfed all the damage but kept healing the same, guess damage must be buffed to compete” (back to square one)
“Oh, the nerfed the heals but kept the dmg intact, healers need buffs!” (back to square one)
TLDR: Damage-Kun and Heals-Chan love each other very, very much. Please don’t separate them.
Thank you that someone actually understands how this game works. If one large portion of the game gets nerfed, then that other compensatory portion(s) must also get nerfed at the same time. Or else one is gonna be tipped over the other.
Quite, it completely depends on what you intend to do.
Also, there’s a third partner in this overall balance thing, and it’s health totals.
If everyone is keeping the same health, but dies too fast, you can increase healing or lower damage, etc.
You could also leave those two unchanged, but increase health.
If you always change healing and damage by equivalent amounts, you don’t change the balance between the two at all, which is fine if you’re happy with the current balance.
Yes damage and healing need to be changed simultaneously. I am not sure people are willing to adjust damage or consistency for less heals. It is like you said some want to change 1 without effecting the other, which would lead to other problems.
One must also remember that teams are composed of 6 potential damage dealers but only 2 supports.
And healing has come down. Ana was nerfed to 70 per shot with 12 ammo, Moira is at 70 HP/s rather than 80 - with a lot less resource as well, Brig’s Inspire was cut from 21 to 15 HP/s.
There’s really only one strong “healer” in the game left, that being Baptiste, and by the looks of it he’ll be addressed soon enough - I don’t even mean the experimental, Bap is on the cutting block regardless if that goes live.
Healing and Damage can’t come down as long as mitigation remains as high as it is. Remember that damage has be high enough to be effective against Tanks and healing has to be effective enough to heal Tanks.
Keep this in mind; if Soldier’s 100% accuracy damage per second is 170 and his real average accuracy is 37%; then his true damage per second on non-tanks is 63 damage per second. You add in Mercy’s healing of 55 healing per second that translates 8 damage per second for Soldier.
Now say you’re attacking Reinhardt who doesn’t put his barrier up and you have 100% accuracy with Soldier. Mercy is also healing Reinhardt. So damage is 19-5 (armor) or 14 damage per shot with 9 shots per second for 126 damage per second, minus 55 healing per second, or 71 damage per second. Reinhardt has 250 armor; so this will continue for 3.5 seconds.
Assuming Reinhardt does not attack back or do anything to defend himself; it will take several seconds for Reinhardt to die to Soldier with Mercy healing. This is considered balanced and it’s tune towards the Tank line. You’d need several targets attacking Reinhardt at once to effectively bring him down; keeping in mind that Soldier is still one of the highest damage per second Damage-role heroes in the game (and you can forget about burst-damage being effective on Tanks).
Some of you folks are not understanding that damage, as a whole, is tuned so that it’s strong enough to deal with Tanks and at the same time, resisted and survivable by the Tank class. And healing is likewise built to be strong enough to heal and mitigate much of that damage.
They’ve already done sweeping nerfs to tank defenses
Fortify, Shields, DM, Grasp…etc
And they’ve already done sweeping nerfs to healing:
Ana and Baptiste Ammo, Moira resource, amount, aim and healing numbers, Mercy 60 —> 55hps, Ana 75 —> 70 healing, Baptiste 60 —> 50 healing and a fire rate nerf with the only buff being 70 on direct. Brig lost her overheal, inspire got nerfed and repair pack does 55 instead of 60.
Healing has gone down.
So has damage but burst is still an issue.
Not really. Changing one thing without changing the other surely shifts the balance a certain way. But it might be intentional. Like, if devs decide fights are too long they can tone healing down.
Why would you lower damage and healing at the same time? That’s just a more cumbersome, error-prone way of buffing health totals. These three things are in an equilibrium, and you generally want to change as little as possible to get the desired effect.
If damage is too high, you lower damage. If healing is too high, you lower healing. If both are too high, you raise EHP totals.
Damage mitigation also compensates it (shields for example)
Less damage mitigation = more damage without buffing damage itself
That means healing needs to be buffed or damage nerfed
Buff healing and the game is weighed heavily on which team has the better support
Nerf damage or DPS heroes specifically and the game is weighted less by DPS
Now the problem lies with current role imbalance, it’s essential to aim for balance as close as possible, for example if one role is stronger than the other, then that role will have greater impact on the game, and on the extreme side it means that matches are decided by whoever had the better role
This is bad because it greats imbalance between ranks, meaning someone Gold rank could be equally skilled as someone Diamond rank, purely because they got unlucky on the unimpactful role
Balancing is hard and there’s so many implications that come with it