Give supports a passive for once

And no the selfheal is not a support only passive

3 Likes

The original 1 or 1.5sec support passive was insanely powerful because it let you effectively use your health bar as a free resource to draw fire away without actually doing damage.

A 2.5sec delay isn’t as good, but its still effective enough to trade part of your health for attention.

2 Likes

Why?

5 Likes

As much as the idea of a more unique support passive intrigues me, I’m tired of the ‘passive’ creep. We really need to stop stracking free powers on the cast.

24 Likes

No, no more role wide passives, passives specific to the character, yes absolutely.

16 Likes

There is absolutly no reason not to do it really. What all characters need is enough tools to round out their entire kit to feel like an overall generalist. There will still be unique traits to each hero to flesh out better smaller counters and synergies.

However, by having enough overall effects to mix into a players kit they have an answer to many things and avoid being heavily counterpicked.

Since RQ exists with 3 roles each. Its possible to distribute power to characters rather well to avoid completely dominating strategies like you see with two tank synergy added to the game.

I don’t think roles should get a passive for the sake of getting a passive. I’d rather leave supports and DPS without a passive. Then lower everybody’s self-regen time and allow everybody to apply the 20%/10% antihealing on their attacks (although simply nerfing specific healing would be better still).

5 Likes

This.

Each Hero needs specific balance changes, because each Hero has individual strenghts and weaknesses.

Changes across the board are almost never a good idea imo.

5 Likes

Now that would be amazing, sadly the devs are not smart enough for that

I am totally fine with that.

:muscle::sunglasses:

Or what if they gave tank the support and DPS passives as well? That would be sick!

:muscle::triumph:

2 Likes

k remove the tank and dps passive as well then

I talked about essentially giving the DPS passive to everybody, too. It’s even in that bit of text you quoted


1 Like

I really wish they would get rid of the self-heal passive on DPS, especially the flankers. Make supports heal them to full before doing something risky if they’re going to have 250 HP.

We don’t need role-unique passives. They’ve been nothing but trouble from the very start.

If passives are necessary, they should be hero-specific. And HP and projectiles changes from S9 should be reverted.

1 Like

since DPS have self-heal support passive, Support should also get DPS passive. Maybe a watered down version.

2 Likes

Have to disagree with this one, but I understand the idea and why it makes sense.

We basically have two scenarios to choose from:

  • Uniqueness of each character, but has a downside of not every character is the most optimal for every situation.
  • Sacrifice most of the uniqueness, but every character is very viable in every scenario.

At least for me, the uniqueness is more important for a lot of reasons.
It’s really what sets OW apart from other FPS games that are all too common. I want a game where choosing a character feels like that character has strengths and weakness, but the strengths feel unique and you just have to mitigate their weaknesses with your own skill.
We also know it’s possible to one trick any character up to GM, so even in the cases where a character isn’t the best choice (or is even the worst choice) you can still make it work and win games.

Making every character more rounded and less unique just takes away the fun. When every character can easily deal with any scenario, then whats the point of having so many character choices or adding in new characters for that matter.
Even if the abilities are essentially different on the surface, but all characters are rounded off, it’s still rooted in the core of feeling like you are playing the same character no matter who you choose.
Applying a “get out of jail free, escape ability”, a burst damage ability, a faster mobility ability, a cleanse ability, a healing ability, an invulnerable ability, etc. applied to every hero just makes the game dull.

You have some characters that are better suited for things or worse suited for things, but you still always have the option of changing to another character or staying on the same character and adapting to the scenario.
You have options.
Making every hero more rounded is just limiting options and makes every character the more the same and there are copious amounts of FPS games out there that are already like that if that’s what you are looking for.

1 Like

Think we just saw the very first iteration of the PvE talent trees

I was against it, but it actually worked pretty well

I call it BS that characters are going to drop uniqueness. Yes, compromise has to occur on any hero and they will change effectiveness based upon what has to get adjusted. Many of the heroes do not require massive changes.

Sombra, Roadhog, and Pharah I feel are amazing examples of heroes which got very successful reworks and managed to maintain most of the attributes they have. It all started with squashing their extremes.

Gut Roadhog’s ability 1shot easily without more set-up. Now, he requires more effort to obtain a 1shot. Players can’t gut him by a single hard CC weakness he had before. CC is still effective, but its not as heavy.

This is the issue most players have is not realizing you don’t need to gut an entire character. Sometimes like Doomfist that did happen. The glass cannon approach is not a good feeling character in the game, so they went the approach of lower dmg higher survival and it turned out to add an amazing tank to the game is still unique to the other dive heroes.

Role passives should not be a thing full stop. Anything that is applied that broadly should either be given equally to the entire roster or not at all.

Individual passives work, role passives do not.

2 Likes

Hold my tissue.
Easiest role since launch.
Git gud

1 Like