Her dmg boost is an issue because she can swap from heal to dmg boost on the fly.
I think rather than a flat decrease in dmg boost, i would add a Symmetra’esque dmg boost ramp up mechanic, where the dmg boost increases as the dmg boosted ally hits an enemy.
That way you could even potentially buff the max dmg boost she does at full charge, but balance it with the time it takes to charge up and how fast she loses charge when healing the target.
Edit:
To illustrate what i mean just to make an example. Numbers are always up for debate.
Starts at 10% and caps at 35%.
The dmg boost ramps up by 1% for each 10 dmg done.
Pharah gets dmg boosted with 10% dmg boost.
Does 132 dmg on direct hit. Gains 13% dmg boost charge for that.
Next rocket gets a 23% boost.
That change would discourage hard pocketing, because the pocketed hero would eventually get damaged and would need healing anyways, so she swaps to heal and loses her dmg boost charge.
Because the pocketed target would either die because she doesnt heal them, or she heals them during a duel and they wont get a consistent dmg boost. It would be more of an ability with set up required to make the most out of it.
How to fix blue beam:
Design maps so that there aren’t massive open areas in which the hitscan undoubtly dominate. Everyone hates Havana and when the devs said that they were making changes to the map everyone got massively disappointed because they fixed absolutely nothing that was horrible about it. We wanted more props and cover on the 1st and last spots and got next to none. That’s what makes the map horrible and that’s why everyone loves King’s Row
Can you explain more simply what you mean here? Like, is damage boost just not applied after 30 meters or am I misinterpreting?
The problem here is how this works depending on rank. In low tiers it’d be next to useless because consistent damage is hard to come by, whereas in high diamond+ you’ll have players whose aim looks like they’re botting if you aren’t used to seeing someone with that level of mechanical skill. This isn’t even bringing in the problem of barriers or deployables like turrets/lamp/walls/etc. Does damage boost ramp up when hitting those, or does it need to be an actual target? The disparity is a little strange here.
Um…?
If I’m hard pocketing, I’m holding damage boost down and waiting for my chosen teammate to do damage, which creates time for my damage boost to ramp up.
If I’m supporting the whole team, I’m flicking quickly to damage boost any teammate the moment I see them doing something worth damage boosting, and then moving on to them next teammate. Since I’m trying to help every teammate as much as possible I’m not standing there staring at one teammate long enough for my damage boost to ramp up.
Dude you are making Mercy’s damage boost so it’s a bit worse for hard-pocketing and completely useless for other playstyles, and you think that’s going to discourage hard pocketing?
Just admit that you want to see this hero nerfed into the ground at any cost.
No it doesn’t because she is on a high ground 70 meters behind wherever this would be placed. Nobody would be adding any type of cover to the spots that everyone knows are the problem in Havana. Such a dumb take
While I do think a falloff on boost is interesting and can be explored potentially, I feel like it’s also a little harsh on both Mercy and Zen to have it just completely reduce to nothing entirely after certain distances.
What? You can Charge up on one teammate an then quick swap to another teammate at full charge. How is that useless? It encourages to charge up on a teammate which has easy time farming trash dmg and the use the full charge for a teammate which wants to use a longer cooldown ability.
In fact the most effective playstyle would then be to dmg boost an ally which is already doing dmg rather than preemptively pocket someone who might hit somebody.