If you were a dev, how would you balance supports?

So we all know that supports are going to get the nerf bat. It’s going to happen, we just don’t know how.

if you were a dev in the ow2 team, how would you fine tune them? don’t just say “nerf them to narnia and back”

would you nerf abilities? would you nerf healing? how much? how would you compensate for your nerf?

I think it varies from hero to hero for me.

For Lucio, I’d nerf his damage or his speed.
For Baptiste, I’d nerf his damage.
For Mercy, I’d nerf her damage per shot or her shot speed.

Just a few examples. And I’m sure those better at the game than I would have better thoughts on the topic, but those are a few of mine.

I feel that the healcreep is insatiable and would target that over utility. Sorry garbage DPS mains, but I would probably compensate by making their damage more consistent. You would lose A LOT more duels. :joy:

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First and for all - remove support passive entirely. Other passives can go as well imo, just give them individually to heroes that need them.

Ana:

  • nerf anti-nade to 50% anti-heal instead of 100%

Bap:

  • revert his healing buff on Regenerative Bursts once he is below 50% hp. It should never give you instant healing

Kiriko:

  • nerf her teleport from 6 to 8 seconds

Lifeweaver:

  • allow him to chain his damage and healing fluidly like Bap can
  • nerf healing output (probably by like 10hp per max heal)
  • increase projectile speed
  • increase ult cost by like 10% (on top of heal nerf so it charges a lot slower than currently)

Illari:

  • reduce her hitscan weapon width to normal hitscan weapon
  • reduce range from 30m to 25m
  • give her slightly faster charge if necessary
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I’d introduce crit healing. Nerf in combat healing by 50%, buff out of combat healing 50%.

On top of that, total rework of Ana, Suzu and lifegrip. I’d also take away Mercy’s superjump.

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I like that idea. Reduce a chore of topping near dead teammates who survived the onslaught but make it harder to sustain people through active damage. It was like that in TF2 and it’s pretty cool system imo.

Although not every support should have reduced their in combat healing. Lucio or Zen are very light survability boost even now. It’s mostly main healers like Ana who can pocket tank through hell.

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I think the weakness of supports should be that they are weaker alone/isolated.

Removing the support passive globally is the simplest way to achieve that. That said I doubt it’ll happen because OW2 supports are no longer designed with it in mind.

Get rid of all supports, give all heroes a passive heal. Let the RAGE begin.

I actually made a post earlier today about that lel Reasonable Support Nerfs?

Didn’t they try in combat healing in the beta for OW2? I thought everybody hated it?

Streamers tried it, and everyone parroted streamer opinions.

Certain streamers would have an aneurysm if Ana’s pickrate went below 99%, so I wouldn’t read too much into it.

Hmmm. Numbers are just whatever sounded good to me in the second, do not take them seriously.

Change Anti to an HPS limiter instead of denier. EG: Anti now limits healing recieved to 30hps (1hps if we can’t do 0 for Queen Ult), Mercy’s beaming you? Same as a Zen. Moira Coal? Zen orbs for the Kamehameha’d.

Illari’s beam HPS reverted, but her beam HPS drops significantly if Pylon is deployed I’m talking 120hps->40hps. Retool her recharge rate and beam resource as needed as well as allow her to self destruct the pylon. Maybe have a mid-ish tier like 60-80hps for a short period after an enemy destroys her Pylon. Lower her self healing from Pylon.

Baps needs his post OW2 buffs reverted as a start.

Lower Weaver’s new dash regen, nerf his ult charge rate a bit. Tree’s pretty solid, it warrants a longer charge up.

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I would simply revert 5v5. The support’s current utility is getting out sized value because there are less tanks diving in and soaking it all up.

Ana:

  • Sleep Dart doesn’t put Tanks to sleep but gives them slowness for the duration of what Sleep is supposed to
  • Anti-Nade only suppresses weapon healing. Other sources of healing like abilities, overhealth and passive still heals their target.
  • Bionade works similar to Illaris ult. If you hit a single target and shoot them three times then the allies near to the target will get a small amount of healing. It does not apply healing boost anymore
  • Ana can Nano herself
  • Nano doesn’t give you damage boost anymore and works more like Fortify. The Nanoed players can not be stunned and slowed and get 300HP amount of instant healing instead. Discord Orb, Sunstruck and critical hits still work against the target as usual.

Baptiste:

  • Smaller fire rate between bursts
  • Exo Boots functioning by holding jump instead of crouching. Still slows you down in the process
  • Primary has a worse accuracy midair
  • Inside Immortality Field those who got their deaths prevented have a minimum of 10 HP globally
  • AMP Matrix boost reduced to 150%. Staying near the ult gives you 10HP/s healing

Brigitte:

Rally:

  • Does not change the shield in size.
  • Does not give passive health boost and overhealth anymore but still triggers Inspire.
  • The shield becomes invulnerable during the ult.
  • Both Bash and Whip Shot can stun but only for a very small duration compared to other stuns.
  • Has unlimited Repair Packs.

Illari:

  • Greatly reduced hitscan hurtbox
  • Secondary beam starts to regen faster if it ran out
  • Pylon has reduced range and throwing distance
  • Solar Outburst gives a small amount of healing to nearby allies
  • Ult can be cancelled and if you don’t shoot in time then it gets automatically cancelled
  • If you use your secondary fire when ulting then instead of damaging, you put down a healing aura to your allies. The aura heals over time and deflects beam weapons but lets hitscan bullets and projectiles in
  • Greatly increased Ult cost

Kiriko:

  • If you have allies between you and the target you Teleport towards, they get a small amount of healing
  • Increased Teleport cooldown
  • Suzu cleanses you and teammates on impact like now but instead of instant immortality it gives them a “Blessed” status effect. It protects them from the next incoming damage whether its a 1HP stray bullet or a D.Va Nuke.

Lifeweaver:

  • Constant critical blows with Thorn Volley poisons enemies
  • Teammates can come out from Life Grip by using the Interact button. Upon release it gives them 20 HP
  • After the Tree getting destroyed everyone loses the Overhealth the ult gave them immediately

Dash has multiple triggering options in the menu:

  • The current one
  • Rapidly tapping the direction you want to Dash towards twice
  • Holding down Jump

Lúcio:

  • Enemies close to his ult have their sound volumes halved for a short duration
  • Crossfade gets disabled until a stun/silence is in effect except if Amp it Up was used right before it.

Mercy:

  • Decreased pistol fire rate. Damage boost starts to lose power if used on one target for too long
  • Guardian Angel upon arrival gives 25HP to the target
  • Superjump skill check disabled
  • Valkyrie changed to an ult called “Biotic Overflow”. The new Ult merges Health and Damage boost. Her pistol and regeneration rate doesn’t get benefits
  • Mercy needs LoS for Resurrection. The target gets revived to half of their HP but Mercys wing hitbox takes 50% the damage for a short amount of time

Moira:

  • Fading through a teammate cleanses them
  • Can’t fade during Coalescence
  • The smaller the Orbs become their heal/damage gets lower as well
  • Health packs based on their size fill the healing resource meter

Zenyatta:

  • Critical hit multiplier reduced
  • Can hover over ground threats like Junkrats trap
  • Discord orb instead of making an enemy more vulnerable to incoming fire weakens them and they deal less damage. Has a smaller range.
  • Zenyatta can float slightly faster if both of his Orbs are using their effects at the same time (Actively heals someone and an enemy deals less damage at the same time)

My god am I glad you don’t balance the game.

You essentially just gave Zen a conditional speed buff, completely removed his only good ability for a garbage one and then to “counter buff” you made it so he can walk over Junk traps.

The sad this is you aren’t even joking and you actually typed this out thinking (or not) seriously.

2 Likes

How do you deal with a hypothetical situation of people healing through the 50% anti heal. What I mean is, imagine if a tank is moving at your team, so Ana antis them, but it doesn’t matter because the tank still got healed and didn’t have to stop?

How long until that becomes so annoying that tanks have to be nerfed? Or heck, imagine that with any hero. Bastion’s being double pocketed with a Soldier healing him too, and so you anti him to cut the healing, but it simply does not matter.

Didn’t he need that because he was underperforming in OW2?

I was not sure about how to change Zen because, to be honest. I haven’t seen one single Zen since the end of S5 But im glad you’ve read through all of them and only Zen was the really glaring problem.

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Ive said it multiple times, easy task:
1 - Support passive is now 30% more speed when not shooting/healing anyone
2 - Immortality with no trade offs is reworked to 50% DR.

Done.

This didn’t work either, by the way. We tried 50% damage reduction, and people could just be killed through it. Though, I suspect that’s why people want damage reduction instead of immortality.

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HUH?
Who is “We” ? what are you talking about my dude?

Also the change to 50% DR implies CD/Effects tuning (numbers). This has never been on any experimental patch.