I think a reason support is starting to beat dps

Soldier and Cass aren’t hard. A lot of the DPS are really straightforward and simple.

Lol?

Soldier Visor, Deadeye, Torb Turret, Sym Turrets are all auto-aim.

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They might be fun he does have 1 very substantial weakness his damage fall off if you get close to him is insane… At a distance he might be throwing boulders up close it is like he is throwing sand…

You are comparing Ana’s COOLDOWN to meis secondary fire and her grenade to junk rats primary fire

Stop that, it’s foolish

We are taking about how abilities compare to netting value

Junk leaves a trap somewhere or combos a nearly unmissable mine for agressive effect, or uses mine (which takes like 45 seconds of practice to fully master) for mobility, and again, can hardly be failed without it simply being egregiously low skill for the user

I will agree mei ice wall takes decent skill in regards to game sense, yet weirdly her cooldowns are explicitly defensive and supportive which falls in line with my argument that supportive cooldowns are generally more skill intensive (but I did mostly mean the support role so meh)

Let’s look at more DPS cooldowns though.

Sombra virus. Has practically zero startup, very low cooldown, extremely hard to miss.

Sojourn magnetic flux- nearly impossible to miss, strong ability. If we consider rail an ability- it’s among the easiest dps burst tools to use in the game. But we could consider it just secondary fire so I won’t consider it.

Cassidy fan the hammer- utterly trivial to use for what it’s intended for (close range mag dump), his grenade is yet another nearly unmissable ability with a short fuse and nasty AOE, and its value isn’t tied to his self sustain or a key role on the team so he isn’t under pressure to hold it or potentially throw by wasting it like Ana’s nade.

Freja take aim has a hideously short cooldown and effectively cannot be wasted, has massive burst potential, and her mobility cooldowns are effortless to use- her take aim stops her in the air so her shots are superbly easy to line up, and they reset her take aim cooldown to make it even easier to spam them. Absolutely no significant risk or skill required, and icing on the cake is the huge size of the bolts, AND they deal large AOE damage if you miss anyway so you need to seriously mess up to get no value. And the punishment? 1.5 second cooldown?

I’ve chosen mainly damage oriented abilities here on purpose to paint the idea that dps job doesn’t take anymore skill in ability use than supports, in fact, it’s usually less (abilities not primary fires let’s be clear, that’s another conversation) and supports risk throwing an entire team fight instantly for messing up.

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I don’t like playing DPS because I don’t want to deal with them. Their kits are so corny now that it’s become less about outplaying the other player, and more about playing against their hero.

I can’t hit a shot, but I can press E on the enemy. GG
can’t have more value than that on dps.
thats support value exclusively.

I think it’s more about dps becoming unfun rather than supps becoming fun.

Dps are about burst damage, (mechanical)skill diff and killing, and these parts are just significantly nerfed in OW2 compared to OW1 and more aggressive supps were released. Many dps left the game and a significant portion of the remaining dps q supps now.

I think even 2-2-2 RQ would have less q times problem nowadays, because the q times were like <1, 10, 3 for tank, dps and support resp. at that time and it now would be <1, 5, 5.

blizzard believes q times would be the same as in ow1.
because ow2 and ow1 supports and tanks play 1:1 the same, for them Atleast. pretty sure they believe this. :rofl:

What is Torbjorn and Symmetra turret to do damage for one’s self?
Mei’s AoE primary fire or wall?
Pharah’s AoE explosion on contact with a surface?
Venture’s AoE explosion on contact with a surface or massive hitboxes that do damage on drill rush or burrow?
Junkrat’s huge value on spamming down choke points?

DPS players just often completely ignore that there are easy to use and valuable things in the DPS roster. The roster is still about 2x that of support.

There are easy and value added components to every roster. There are differences in that value too. Saving someone is not the same value as killing someone. Saving someone stalls the game or resets to neutral. Killing someone is a step closer to winning the team fight and making objective progress unimpeded.

The only time saving someone is forward progressing for a team is if the attacker dies for someone being saved. Only ever focusing on healing which is the only real easy value on support is akin to healbotting, which everyone knows is not going to win you games. Its killing the enemy team first before they kill you.

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This conversation has not been about the dmg.
It’s been about the fact that sojourn’s rail is the size of projectiles despite being a hitscan weapon.

Ashe’s shots are 0.07 in size. (All hitscans except illari and sojourn are this or smaller)
Sojourn’s rail is 0.14 in size.
Both are hitscan.

A high dmg hitscan weapon should not be the same size as projectiles that have travel time to account for.

(Illari’s hitscan is 0.12, it’s also pretty big but her dmg is only around 70dps)

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I am not scared of a immobile turret that shoots the first possible target.

I am a bit scared of a global 20% dmg increase towards my huge hitbox. :sweat_smile:

Especially given its so hard to press E and look at them.

don’t get me started on rat, most feared hero in overwatch especially gm.

Quite ironic that dudes that are making insenely skewed comparisons and ignoring Ana has a scope severely exaggerate the effects of pressing Shift and moving … 6 mt ? to the side? and maybe jump? What a game changer.
Almost like a Teleport , for example , right? :rofl:

Yes 100x0.1 according to you. Congratulations you played yourself.
Also if you hit the sleep the threat disappears for a few seconds.
That is unless multiple people are collapsing into you, which would also kill Sojourn so moot point.

#statsImadeUp
Drop the source mate.

There is no way you are complaining, with a straight face, about Dps having tools to deal with that as a Support. That is not real. This has to be ragebait.

#statsImadeUp
Again mate, you can’t compare Rail with a primary fire. Thats just not how reality works, sorry :man_shrugging:

Don’t need to , this is about “Support starting to beat DPS”.
Ashe has other strengths.
Sojourn is a meme outside hitting full charged Rails and we all know this.

wdym? my friend only plays kiriko and murders the enemy team over and over. :sweat_smile:

a lot easier than on dps.
he is a master tracer btw
if he isn’t kiriko?
he is doomfist.
:rofl:

theres more supports than just mercy

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That rail shot should still be closer to hitscan radius due to being hitscan.
It has no business being the same size or bigger than projectiles.

Stats beg to differ. Devs have access to them and saw that without that size, it was even more of a meme.
Again, Ana has a way more overloaded kit, gets way more value per skill invested and its not even close.

A Support player has no business complaining about Railgun being a bit thicker than “it should”.

That’s Ana value exclusively.

anti? skill issue
or what do you mean?

How so? I’d be happy if they shrank support projectiles. It’d be easier to land headshots without hitting shoulders.
(Season 9 was a mistake)

Because:

Complaining about that Rail being thicker is like complaining a Kitten’s teeth being too spiky, while being a Tiger yourself. It makes 0 sense mate.

I’ve complained about anti as much as others.
I complained about ana’s high hps back in the day.

Nerfing anti to 50% would be great. As afterwards some high sustain abilities could also be nerfed and ana would stop being such a hard counter to many heroes.

Nerfing healing without resorting to a teamwide passive that has necessiated hps buffs would be nice.
Zen never needed hps nerfs, lw has hps of 51, mercy could have been nerfed back to 50 from her 55, lucio’s heals were only high because it’s aoe, same with brig.

None of those heroes needed a 20% heal nerf, or 30%.
Many other sups needed pretty big nerfs to their hps though.
Ana, kiri, moira and bap at least.
But rather than be sensible, the devs decided to butcher the game balance in a way that necessiated hps buffs which in turn make tanking more miserable since tanks struggle to kill through the buffed healing numbers.

I hate to see where we’ll end up if the devs keep buffing both healing and the dps passive.

When it comes to sojourn rail, hitscans should not be bigger than projectiles due to them being easier to land for the majority of the playerbase.
Continuous high burst of freja would feel a tad better if her alt fire bolts were hanzo sized.

Sensible changes, instead of just outright butchering a character and how they feel to play.
Freja’s dash and primary got nerfed, while all she needed was a slightly longer cooldown on take aim and smaller/slower bolts.

No one should have universal health regen because it makes some support abilities too strong. as the cooldowns don’t need to be used by the supports to survive, they can instead be used on the team.
None of the old supports were designed around regen.
Bap, moira and ana being the worst offenders.
All 3 have abilities that were designed to be helpful, or be used to keep the team up. Now they’re almost solely being used on the team rather than themselves, which skews their powerbudget a lot.

(Sorry about the rant)

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Honestly the day of the poor, bullied supports is pretty much dead. Supports have been the top dogs in every game’s food chain for years now. They are usually the last people that the community blames, the first one randoms will defend, and usually are the most toxic and entitled people in the lobby.