Yes, I think having it stick though, makes it feel like that damage is doing something, so I think it isn’t a bad thing.
Which is where I think the DPS passive is good. It makes them worse at it when it matters.
Burst if it is to be “a weakness that is overcome by better team positioning and good tank mitigation” means it would have to be removed from highly mobile heroes.
If it is to punish bad positioning, but… it is on a hero which can bypass positioning easily… then it isn’t really doing what it says on the back of the box.
That would be a bigger change than this patch is to make it so it fits that role.
I don’t think so, barriers recharge quickly, and specifically healing won’t be able to provide anything like that level of sustain.
Tanks will initially have higher health pools, but the ability to recharge that resource will be pretty lacking in combat. So, I’m not really seeing it as an issue.
It’s only .6 seconds long, so I’m missing something here. Can you give an example?
I do expect there will be more balancing on this part in particular, but the first step of making small hitbox mobility being less effected by players rank is a good start.
The passive isn’t that. The passive is the 20% healing reduction.
It isn’t about suffering, it is just that it will stop sustain being too strong.
Exactly, Lamp, Suzu is basically designed for this, but people don’t like that, and this is a step to pulling that out.
That is fair, but the forums in general have been full of complaints which this is fixing.
I mean, all changes push someone out.
Maybe. I think the changes will make more people happy than it will make unhappy, and game design is for better or worse a numbers game.
That doesn’t mean I am going to say “you should be happy about this” because of course you should be unhappy at a game moving away from what you want from it.
The changes will push some people out, and it is awful for those people.