If everyone gets self healing

Then this could be a good moment to turn down healing output numbers on healers/supports.

Look, I’ve been playing support since 2017, but nowadays I’ve been enjoying flexing more.

I know how you feel on both sides of the spectrum…

I despise when I’m trying to heal some DPS and they run out of your reach, aren’t you full of yourself, DPS main?

I want to shoot my healers when I’m literally in front of them and they literally leave to die, support main, pay attention!

I think this is a good change because:

  • Healers won’t have to chase down players, if you go alone, you have to accept that you’ll get almost non healing.
  • Flankers will be even more independent from their team, which is good, now you’ll probably will be able to pick certain healers in comps you couldn’t before.
  • In other modes like the workshop, certain custom gamemodes will benefit incredibly from this change, if you play this type of mode, you probably can think of one or two.

But about the original topic, let’s say that DPS and tanks get 15 HPS per second after 3 seconds, that’s an indirect increase to healing output to all supports!

So maybe now we can nerf a little the healing output of supports, so people behind cover can recover faster, but when people it’s actually in a fight, healing won’t be so effective and things will die easier.

Remember the change they wanted to implement in the beta where when someone took damage, the healing received would decrease for a few seconds but everyone hated it? Well, this is similar.

Dunno, I like the idea.

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i think it really depends on how much healing tanks/dps can get out of this new passive
if it’s really that good where it becomes comparable to the supports’ healing output then yeah it makes sense to do that but it’s not likely to be that way
and a lot of the complaints regarding healing output being too high are from certain characters becoming too difficult to kill while there’s an ongoing fight where that specific character is constantly taking a lot of damage

They should nerf healing output eitherway its the most powercrept numbers in the game.

People think dmg is powercrept but cas has had 70dmg since launch and still has the exact same healing on the other hand has doubled or trippled.

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I would bet money that this change is happening as a pre-cursor to a global healing nerf. It also opens up the possibility of non 1-2-2 team compositions, since 2 Supports would no longer be required.

Paladins has had out-of-combat self-heal since its inception, and it works very well for that game. Out-of-combat self-heal not only takes some pressure off of the Support, but it also recognizes that, despite being a team game meant to be coordinated, most people play solo with little-to-no communication, and this gives them the opportunity to “help themselves” more and blame others potentially less.

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Agree with this. As long as the “out of combat” time is suitably long.

Ie, yeah you can self heal… but only because you are either waiting to regroup or you are inactive in the fight.

The problem becomes what is the point of the support class then? If their heals are bad (and in many ways they already are without Ana’s grenade). It takes 10 seconds or more to heal a tank to full for most supports now, you want to slow that down further?

So if support players aren’t healing exactly what is the difference between them and DPS at that point, after all Soldier can heal right? You would have to either up their dmg, which people tend to hate that Support can kill them. Or increase their utility, but again people seem to hate that even more than healing.

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Forget about it. These forums are full of “Heal-Only” Tunnel-Vision Support players. Despite the issues we are walking in 5v5, I even made a thread about how the pairing of certain Supports and Self-Sustain is walking into a exhaustion strat that requires burst (heal/dmg) to deal with, but people are too blind and will do all sorts of mental gymnastics to say “you are doing this because you dislike us Support players.” Too bad the Devs have literally allowed the game to eat itself to get into a state where they finally do something about. These things are predictable, however is in charge of game-balance is doing an awlful job at this billion-dollar company.

I can’t wait for them to mess up the entire game instead of simply nerfing the role causing all of the issues because they’re scared of upsetting a group of players who cry whenever their heroes aren’t busted.

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The problem isn’t people hating the removal of healing… the question remains what are you going to replace it with? Or do you think just leaving healers crippled with less healing, low dmg and limited utility justifies them even existing at that point?

The support que times would be a wasteland if they had zero impact on the game. It would be like removing headshots from Widow and calling it a day.

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I hope that’s where they’re going, as well. During Overwatch pre-release, people noticed a change to healing, cutting it down by 50% on characters who’ve taken damage in the last few seconds. While this was eventually scrapped in light of popular pushback, it feels like an attempt to reduce in-combat healing. In other words, “healers” would be just as powerful when recovering from a fight, but couldn’t just out-heal enemy damage. It sounds like the Overwatch team may be gearing up to try that again.

It just feels like the amount of in-combat healing we have available to us right now creates a situation that simply can’t be balanced. Either healing outstrips damage and nobody ever dies, or damage outstrips healing and we get burst down before we can react. It’s very, VERY difficult to find a decent middle ground, especially when Damage Boost, Discord Orb and such exist. Those aren’t BAD abilities, but they throw of the razor’s edge of balance by enough to be huge.

You replace it with nothing. Can we stop pretending that a hero like Bap or Kiri would be unplayable if they were nerfed? Seriously these are two of the strongest characters in the game and neither need their immortality to dumpster any dps who tries to duel them.

Support is easily the strongest role and has been for years. They can take uncompensated nerfs.

Oh well. It’s better to lose those players than have the entire game strangled all because they can’t function without their heroes being unpunishable raidbosses.

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Toast this take is just bad. I like playing under powered heroes like release brig, kiriko and ana. We just need to nerf the right heroes like Lucio and Genji.

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Almost had me for a second.

I realize that support is a problem as a support player. They are just too good at almost everything. Though I think core changes to the current game play loop is a good thing as it is very stale right now. The self heal may change that but it may also do absolutely nothing we will just have to wait and see.

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100%

Not everything needs compensation buffs. It’s good that they’re - hopefully - drastically changing the game with them looking at damage, healing & the self-heal thing.

Support has needed drastic changes for years. The only problem is that the majority of the playerbase/the Support playerbase just really cannot see this.

It makes sense they are nerfing healing if they are giving everyone self healing as that would be crazy to be left alone in current state. Though sudden burst damage is also a problem it is to a lesser extent in my opinion. They should tone back supports numbers (damage and healing) but have them focused on ability use to support the team through utility. Move supports back from broken play makers and turn them back into shot callers.

Its needed to happen for a long time

Yeah Aaron did mention they were looking at damage spikes and I’m sure they mentioned burst damage in particular at some point??? :thinking:

I’ve wanted that for Brig for ages. Tone down her healing - either make her a low aoe healer (like Lucio) or make her single target healing only - and then give her some ability/form of utility to support her team.

She kinda had this in her first version with the 1 RP that gave armour. But we know how strong giving armour out is so :sweat_smile:

Orrrrrrrrrrrrrrr

Just stop overcomplicating your game and return back to 6v6

Instead of
Re-working Hog, Sombra, Bastion, Orisa, tba Reaper to fit into 5v5

Entertaining hero bans

Needing to give heroes passives to make up for how quick TTK is now with one less teammate

Has this company not learned anything from Diablo 2 or WoW.

Stick with what was popular with your playerbase.

Ow 2 changes ain’t topping Ow 1

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I feel like I’m taking crazy pills at this point.

I don’t have a problem securing kills as a DPS. Health packs help when my supports can’t or don’t heal me.

Ugh. Whatever. Back to 10+ minute dps queue times.

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