ImmoField HealthGating rework

It would literally be useless against 3/4 of… pretty much everything. ults, primary fires, abilities etc. Even the ones it has uses against (i.e junk nade) it lowers damage from 120 to 100.

Does a hero with a godtier Ult, DPS level firepower while simultaneously putting out bulk AOE healing, need to also have a OffTank tier peeling ability?

Why not just admit you want the ability removed?

I want Tanks to get fixed, and heroes that aren’t Tanks with offtank tier capabilities are getting in the way of that.

And tbh, anything getting in the way of fixing Tanks, doesn’t need to be meta.

How is he in the way of fixing tanks he’s literally the thing stopping tanks from getting blown up in half a second

Well, I got a much more moderate version of a Baptiste change over here, if you’re interested in the “Bigger picture” of what I had in mind.

Balancing to solve "Rein or Lose"

This thread, I’m mostly just intrigued by the concept of how this specifically targets huge burst attacks.

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Ok yeah at least that idea doesn’t make the ability useless (Tho it strips away a ton of skill ceiling from him).

I’m not sure why you think he’s preventing tanks from being fixed tho when he’s the reason tanks don’t die in half a second. Fix damage and then fix bap.

Buff barriers, Nerf AntiDive, Dive counters DoubleBarrier, and keep Tank Busters in check.

Mostly fishing around for a version of ImmoField that doesn’t block Dive very well.

And could go either way on the “Does it block GravDragon”. But you gotta admit, DoubleBarrier Bunker, and DoubleBarrier Rush, would be vulnerable to GravDragon.

Oh sorry Grey, I misread your change. Yah no, turning a one shot into a two shot would be completely useless. If the damage was reduced to 50 then it would be another story.

I’m up for negotiation on that. Most the Dive attacks are like 15 damage or less anyways, so let’s go with your change.

I went and researched the only uses of this ability (OP Changed from 100 to 50 damage cap): 22, including ults, abilities, primary and secondary fire, 4 of which are not react-able at all, and 1 that will never happen.

  • Ashe headshot
  • Bastion ult
  • Dva bomb
  • Doomfist Punch
  • Doom Ult
  • Genji ult (still kills you in 2 swings)
  • Hanzo headshot
  • Junk combo (which will still kill you)
  • Junk ult
  • McCree headshot
  • McCree ult
  • Mei headshot
  • Pharah direct hit
  • Reaper headshot
  • Hog headshot
  • Soldier rocket
  • Symmetra secondary
  • Torb headshot
  • Tracer ult
  • Widow ult
  • Wrecking Ball ult (only 1, 2 will still kill you)
  • Zarya high energy secondary

More than half of these will save you from, like 20 damage, and the other will still kill 200hp heroes with an extra hit anyways, so the only time it will ever see consistent use is against Hog. Useless

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Well I just changed it down to a 50 damage cap.

Thanks for the effort though.

Heck, it would technically even work at a 30 damage cap.

That sounds like a must pick

Which sounds like between 100 cap, and 30 cap, there would be some sort of “balanced” number.

Im just saying, why would i not use this off cooldown, every fight, even if it was a balanced number?

Mostly because it would probably also be limited by some “balanced” cooldown.

And if you use it when you don’t need it, then you won’t have it for when you do need it.

Also for example, a reaper shotgun attack isn’t 120 damage, it’s 20 instances of 6 damage.

So one of his abilities is useless and the other one is to be held the entire fight to counter ults… sounds fun :unamused:

And this wont even happen. That’s what your off-healer Lucio or Zen is for. I guarantee you if I had this or damage reduction or whatever, there’s no more timing to using it, you just throw if at your Rein and he’s got 1100 hp to shred through, as he’s tearing apart the mirror.

I would quit the game if I used an ability to counter burst and then get 1-tapped by a reaper because it’s technically only 12 damage

Well for instance, let’s imagine it’s 75cap, on a 15sec cooldown.

With whatever filler gap going toward a buff towards his selfheal on regen burst.

That sounds a lot better, but I still don’t like the idea of abilities being literally useless against certain heroes, but insanely good against others.

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Rein 1200 hp barrier
Orisa 600hp barrier, 7sec cooldown
Sigma 900hp barrier, better regen

  • D.va = A lot more matrix, or make Matrix behave like a barrier
  • Zarya = Good enough for skill tiers without good snipers, and strong at high tier with DoubleBubble Dive
  • Hammond = Move to DPS role, 300hp, 20% smaller character model
  • Hog = Wonder woman. * Whole Hog can be cancelled. 1. Get rid of the primary
  1. Make his secondary unexploded “slug shot” do 165 damage, instead of 50
  2. Move the secondary to the primary.

How about combine his primary and secondary into one attack.
And have his right click do this:

Hanzo

  • 3x Storm Arrows, 30% faster projectile speed
  • Sonic Arrow only gives Hanzo vision, not his whole team
  • 125 damage arrow (No change)
  • 1.5x headshot multiplier, 125*1.5 = 180 damage

Widow

  • 125 damage fully charged shot
  • 1.6x headshot multiplier, 125*1.6 = 200 damage

McCree

Hanzo

MCCREE


HANZO


MEI

Doomfist

  • Punch knockback reduced by the amount of distance the punch has traveled before contact.
  • Punch is not a stun. It’s a silence+root+knockback. Primary fire and alternate fire can still be used.
  1. The further Punch travels, the less knockback it does
  2. Slam gets cancelled if it comes in contact with a roof surface
  3. Noiser when in the air

Ana

  • AntiHeal reduced to 50% less healing
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