You shouldn’t be out-healing headshot damage. Thank you for coming to my TED-talk.
Do we have someone who wanted to outheal an insta-kill (for below 300 HP) now?
I thought you didn’t insert sombra into threads not about her?
I agree.
Nope, I watched an Ashe hit 4 consecutive headshots in a row on a Baby D.va and the Baby D.va didn’t drop below 75% HP. I think that’s a little nutty, if you ask me.
There’s very few instances of being able to completely negate damage received with healing dealt.
Increasing Shots To Kill (Such as Cass’s Headshots to kill a 250 hero being increased by 1 if they’re getting pumped by Ana) is not negation. It’s interplay between the breakpoints of damage dealers and the healing of healers.
Also this is what makes Damage Heroes distinct from Tanks and Supports, they have fast-acting tools like Swift Strike, Flashbang, and others to slip just that one extra bit of damage in necessary to secure a kill even if they’re recieving support.
The aforementioned example with Cass becomes completely irrelevant if Cass just adds a Flash or Good Fan to the mix.
This only applies to the DPS with said abilities. There are plenty of them that don’t have a way to do damage outside of primary fire, yet still are required to peel through the insane healing output with x4 the difficulty that the Supports are putting in.
Shouldn’t the solution to be to tone down the “damage abilities” (for lack of a better term) and the healing output? Otherwise, a big chunk of characters are incapable of doing anything.
…which is the entire point of support? One person should not be able to just walk over someone getting healed. It’s the same argument people have made against Mercy pocketing which is that a healer makes the duel a 2v1 so you should not just “win” even with headshots/better aim because the support neutralizes the advantage.
Which means both supports were probably pumping her up, making it a 3v1. Both supports keeping someone up against the damage of one DPS is not a crisis?
you’re not supposed to kill ppl as dps, your job is to feed the enemy supports ult charge and make them laugh when they negate everything you do with the click of a button. This concludes the TED talk intermission
No you did not.
I get that the Dva was shot at, even hit. But she wasn’t alone.
She didn’t live because heals OP, she lived because heals outnumber the slow headshots. I’d like to point you to the DPS passive.
I mean no support is doing this outside of like two supports pumping cooldowns and ults into someone.
Mercy aint saving someone from 200dps+ now. Especially when funneled through the dps passive.
Drop a replay code or video of this happening
Mercy holding M1 is not a 2v1. There is no skill involved on the mercy players part, yet she getting value from negating 80% of the damage her duo is taking.
Like you don’t even have to aim. Not just because of how the targeting system works, but also because your target (teammate) isn’t actively trying to dodge your healing, making it ten times easier than shooting at an enemy. That and you don’t have to do any dodging because, again, your healing a teammate that’s not trying to kill you. It’s not even remotely the same as dueling an enemy.
If I’m out-putting 100 DPS with headshots, the enemy support should not be out-putting 110 with auto-aim healing abilities. That seems like common sense to me.
Turns out it was 5 consecutive headshots and one body shot (750 + 75 = 825 total damage healed in 3 seconds with the DPS passive counter-acting it as well
(916 total required healing)).
That’s 305 HPS. Split between two Supports, (even though it was one of them predominantly healing, but for the sake of argument lets say it’s split between both equally) that’s 152.5 HPS without any skillful deployment of said healing.
I’ll refer you to the reply above ^
Was predominantly Juno with moderate Brig help.
It’s in the most recent NoobHunter video towards the beginning.
It seems your point is about the number of people and OP’s argument is about skill and effort.
You think 2 people should win against 1 almost just by existing like in chess or go, but OP thinks (perhaps the sum of) skill/effort matters, not the number of people.
For example, when one of the two is low skill and what he does is also like holding a button watching a youtube video, then the sum of their value should also be comparable to 1 guy.
OP’s opinion seems more reasonable to me, BUT yeah, I know it’s wrong. Because this is Overwatch and Overwatch never cared about fairness. That ofc caused many problems and I think it’s also responsible for the decline of OW1 partly. But it was so over 8 years and the devs won’t change their mind forever.
You’re right they should add headshot modifiers for supports that don’t have them for healing and damage.
I wouldn’t be opposed to that, as long as it came with the appropriate global nerfs to healing across the board.
It would make Support more fun for me. It’d also make it more skill-reliant, so that I’m not being “outplayed” by a Mercy who’s afk watching a Youtube video around the corner while infinitely healing her duo.
No healer is outputting a sustained 110 healing per second with autoaim. Mercy does 48 (54 on tanks) healing per second with the dps passive, even in her ult, which might be enough to barely save someone from getting two-tapped in the head one (1) time.
Unless one of them was ulting, there’s no way a DPS did that much damage to a 175hp target in that short amount of time and it was healed off by two supports base-kit.
The thing is it has to work that way where 2 people against 1 have the advantage even if there’s a skill differential or else support is irrelevant. Why bother healing at all when it’s not going to change how fast people are killed?
The pain with healing is more prevalent now than before because breakpoints are different and supports really do make the difference between a 3-shot or a 4-shot kill when before it was only the difference between a 2-shot and a 3-shot. Support makes kills require more sustained damage even through burst now.
Probably more because of falloff damage rather than healing… I mean, 4 headshots in a row from Ashe at 30meters is 450damage within at least 2.6s : its 173dps. There’s no healer that can reach 250 hps.
Also, one headshot at 30m on a Baby Dva already removes already 65% of her life.
If as a dps you can’t punish a mercy who is afk watching youtube, that’s a massive skill issue
Those were fake numbers to represent the general idea of the scenario. You could change it to any number, as long as more than the DPS output and the sentiment still applies.
Abilities that do not require aim should not be out-pacing abilities that do require aim. The consistency of beam is where it’s power is, where as it’s weakness should be it’s low healing output. Apply the sentiment to everything else.
Brig did 215 healing (unless she spammed multiple packs in a single frame, which I’m fairly certain she didn’t), while Juno (no ult) did 650. I’m assuming headshot reduction works the same on baby D.va as it does on mech, so 637.5 total damage from Ashe is easily being outpaced by Juno single-handedly with 227.5 excess healing to spare.
I don’t feel like calculating the DPS passive, so just tack that on as well if you feel like it.
What about the relevancy of the DPS? Supports already have damage that rivals that of the DPS category, I don’t see why they should also get to have that as well. It’s supremely unfair to have both and denies the entire existence of the DPS role.
It was definitely within 30m (26m at it’s farthest, visible via ping directly on the D.va). Ashe’s damage fall-off when scoped starts at 30m, so it was doing full damage.
Completely missed the point of that allegory.
Juno 100hps without reload + Brig 62.5hps repair pack + Brig 15hps inspire = 177.5hps. Where is the missing additional 127.5hps coming from?
Which supports would those be? Zenyatta? That’s how he’s been since 8 years