I think definitely giving each support at least some form of self-peel is a good idea, but I think there needs to be a balance where some supports are better at peeling for themselves and some are more effective at the support role. OW1 has a nice mix of supports who provide utility but can’t peel for themselves so well, and supports that provide very little utility but can peel more reliably.
Make their passive activate when they are below 25% hp as well, even if they are in combat.
Lower ult cost to accommodate having one less tank to heal.
For some hero-specific stuff:
Zen: Give his Harmony Orb self-sustain utility (Harmony on a tank gives him damage resistance, on a dps gives him speed boost, on a support gives him natural healing)
Ana: Give her mobility. Not much, like 2-feet of Hanzo’s wallclimb. Let her exploit more cover options.
Lúcio: fine.
Mercy: fine?
Baptiste: Make Regen Burst offer damage resistance instead of healing.
Please take this with a grain of salt. I’d like to keep each heroes identities while also allowing each support the ability to more reliably take care of themselves. I’m not a balance change developer but with over 2000hrs on support I’d like to think I have some insight into the role.
Changes
Ana increase damage of biotic rifle to 80. Reduce max ammo to 8. Biotic grenade healing down to 50 for ana. With sleep on a 15sec cd Ana lacks the tools to fend off attackers in a close range engagement. 80 damage introduces a breakpoint for tracer while still allowing her to 3 shot other squishy heroes
Bap overall reduce his healing/dmg numbers in exchange for faster fire rates. This keeps him doing damage and healing in the midfight but allows him more opportunities for damage when he’s flanked.
Brig I would increase movement speed. Movement increase allows her toget into range of her other support more quickly while keeping her bash CD for playing offensively
Lucio I think projectile speed is the way to go here. Lucio has insane mobility and survivability. A slight increase to projectile speed will let him more reliably hit his Soundwaves on opponents
Mercy I propose a full rework. Her primary is replaced with Smite. a bolt shoots from the tip of her staff dealing 50dps has slight homing. Her secondary fire Angel’s blessing beam grants a buff to targeted player giving them increased damage reduction and 30hps while connected.
Angelic ascent mercy flaps her wings forward pushing enemies and lifting her into the air. Angelic descent allows her to float/glide while in the air. 4s CD Activate while in the air again to dive back to the ground granting immediate passive health gain. Ultimate is Heavens blessing. Heavens Blessing lets mercy tske flight for a short duration. grants all allies in range increased damage reduction and they receive a portion of the damage she does while activated as healing.
Moira has good mobility and healing power. I would increase the range of the heal and decrease the cone so that players would need to be more accurate while reducing the HPS. Moira alternate fire functions the same way but charges a fade shield. Her fade shield is consumed the next time she fades granting her the ability to “fade” through primary fire for a short duration.
Zen lacks both mobility and survivability but makes up for it in damage. Without changing damage numbers, I’d like to see Zen projectile speed increased and his charging rate increased. This allows zen to continue to be an offenseive threat at range and give him a bit more stopping power at close range.
I’ve long said, EVERYTHING needs to come down. Tanks are already nerfed hard between old changed and the removal of the co tank.
supports are now nerfed.
So lets nerf burst damage.
This combination leads to longer more decisive fights of attrition and long term aim stamina. Lower burst heals, lower burst damage, more sustain from both, with the mechanical plays making the difference in outcome.
I think a better option is just buffing their self sustain.
Each role is supposed to be better than the others in something.
Tanks take & mitigate the most damage.
Damage deals the most damage.
Supports have the most sustain, for their team & themselves.
Just increase supports self sustain and call it a day. Supports as a whole should not be just as capable at fighting as DPS heroes (barring exceptions like Zenyatta)
There is no reason why other roles get to have uninterruptible passives that are always working, but supports get a (very poor) conditional passive that does not help them during the fight to survive and especially since the tempo of OW2 fights is vastly faster than OW1 and support will just get poked endlessly, they might as well not have a passive at all.
Doesn’t matter at all if ana regens maybe 10hp after she has gotten poked when someone flanks her and bursts her down anyway. And when the fight is already in your favour and done and the passives finally kick in, you’re indeed taking away support charge too.
In fact, I would like a support passive that kicks in when you are taking damage instead, rather than other way around. And a passive that is uninterruptible too. It would help support survivability and actually make it fair compared to other role passives. It would also help support players get in the fray with their teammates since everyone is going to be flanking them anyway and using cover to break los and not take aggro or extra damage and other tools they had in ow1 are minimal.
Mercy
Have Valkyrie replace GA slot. Once activated, pressing Valkyrie ability again will have Mercy Dash, similar to GA, in a direction she chooses. Ultimate is a global HoT of a rate 10 HP/SEC while providing unlimited Valkyrie for x seconds. No Beam refraction.
Moira
New passive: Damaging enemies will put a 3 second debuff on the target(s) that allows Moira’s allies to lifesteal the debuffed target for 50% of damage inflicted. Self heal from secondary removed to prevent stacking.
Fade now deals 25 Damage to enemies 4 meters from Moira’s disappear/reappear points.
Lucio
Seems good. Maybe have a 3 second lingering effect once allies leave his Aura?
Brigitte
Does repair pack give over health? That would be what I would do. Maybe have inspire have some percentage of its heal give over health (over health should ignore Bionade effects)
Zenyatta
With new support class passive, his shield health is kinda redundant. Change it to Armor HP. Orb of Harmony has a 5 meter AoE that heals allies near Harmony’d ally for 50% or give him 2 orb uses for 50% of healing each. Orbs can stack.
Baptiste
Lamp is now an Ultimate. Lamp durability and range increased. Damage Amp is now an ability that lasts 5 seconds and sticks to Baptiste similar to Reinhart’s Barrier (position/Orientation aligns with Baptiste’s FoV)
Ana
Scoped shots pierce regardless. Dealing their respective effects by 50% to the additional targets.
Tread carefully. They got the least changes simply because they were already the best role going into OW2. They don’t need much at all so I’m really hoping they don’t go OTT.
Make it 1-3-1 and give every hero out of combat self healing.
I really don’t know what they were thinking when they thought two supports was necessary for a team of five. Having only one support would mostly fix the support synergy problem and allow for supports to get buffed without being overpowered.
except that’s basically still just relying on a teammate to help you.
i.e. if they can’t duel well to fend off dps themselves, that means you still need help to neutralise the threat.
of which is the problem of supports in OW2…
Literally the opposite of what the developers want for the sequel.
You seem to not pay attention as this has been beaten over the head to the player base over and over again yet you don’t seem to get it through your head.
Well for the first time in 6 years that Overwatch has been released supports are in this position.
Imagine being in that position for 6 years like the DPS role has been.
Anyhow taking into account everything the developers have said and are doing for the sequel there are only two legitimate options they can do.
And it cannot be giving the supports more healing or self-sustain as that is one of the things they are trying to lessen for the sequel.
So it’s either make them more offensive and be able to defend themselves better.
But not by giving them an “I win button” ability.
Or second make them more elusive and slippery.
Giving them all a mild escape option.
Focus on “mild”. As again, I am against “I win buttons”.
For example they can give Zen an ability that he copies himself to fool attackers.
The copy Zen would mimick the moves of the real Zen.
Would last a few seconds and would give Zen enough time to attack while the attacker has to figure out who to attack.
That example is to show that not all evasive abilities have to be something that gets the support player away from the fight like they are used to with flying away or dashing away or fading away.
Yeah. We either need to globally nerf the damage for DPS, or give supports more survivability. I’m still concerned that tanking isn’t going to feel that great if DPS still has the same amount of damage as OW1, support unchanged, and tanks only being buffed slightly.
You know, it IS possible for the devs to make a stupid decision, right? You act like because the devs are doing it, it is good. I understand the devs want this garbage. WE as a playerbase dont.