The current support tweak that may or may not stick around led me to thinking… why? Why does it bother me so much that there is a throttle in in-combat healing.
It bothers me, because I am playing a role which is supposed to enhance the team’s ability to be successful in combat. I am not a “team mom” handing out quartered oranges between periods. I am supposed to be the fire truck, the fire hydrant, the helicopter or plane dropping water on the fire, not the refrigerator full of bottles of water after the firemen do all the work.
This leads to the premise under which the devs and many players are failing so heavily at understanding why supports are so angry, and I must admit, I am pretty angry.
Supports are characters who are there to either enhance their team or debilitate the other team to such a degree that their presence confers an in-combat advantage that doesnt occur in their absence. When an advantage arises from using a support, that isnt a problem, that is the game working as intended. The advantage needs to be strong enough to make their presence desirable.
Out of combat health regeneration is not a viable support role, it is AT BEST a convenience to keep you from needing to run off to the local healthpack.
I play Lucio a lot and know full well how irrelevant his actual heals really are, when at the end of a round, his silly gold card got filled more with standing around being out of combat regen between fights than any healing heroics he could pull off. This is the worst part of playing Lucio, yet I see you wanting to extend that to every other support, on the flawed premise that their presence creates value to their team…THE EXACT PURPOSE they play for. Why are your priorities to enable weak, chip damage that has its place (I shoot Lucio’s gun, I know what a dashless, non deflecting, non-fanning genji plays like), in isolating players and wearing them down away from their group, and turning it into some kind of crime if they have to change tactics or targets to play to their strengths?
Why is it that engaging a player+support isnt viewed universally as the 2v1 that it is, and considering the supports’ relative combat weakness, having the advantage conferred by the support skill, in this case, heal, some kind of “problem”, when it isnt, its the nature of engaging outnumbered.
Is a Genji gonna fare any better against a Sym and Hanzo? With 5v5, there is one tank, the second support should be supporting the first support and the rest of the team.
If you want to do something about 2 supports on one strong tank, then insert something like reducing the heals of aura, ground effect, or orb heals by 50% on that ONE target that is being healed.
Dont turn me from a valuable member of a team who is crucial to the success or failure of combat into nothing more than a jug of gatorade on the sideline.