Alright so as someone who plays Lifeweaver, I acknowledge how frustrating getting pulled can feel and I also know that the option to just cancel it would be very frustrating for the LW player as most players would just cancel and move on and possibly die, meaning you’ve wasted your big CD ability and your teammate’s stubbornness cost your team being down one player.
So I’ve come with an idea that would please both parties I believe!
Life Grip now has a 0.5 second delay before pulling a teammate.
Life Grip can be cancelled at any point by the target.(including during the 0.5 second delay)
Life Grip will grant targeted teammates 100 overhealth on cast for 5 seconds, including if the teammate cancels the ability.
These changes will reduce frustration from players that don’t particularly enjoy being displaced, however, it does NOT turn Life Grip into a useless ability as granting a teammate 100 overhealth while they’re in a fight is some great utility that can save their life alone with that or can even lead to more aggressive play for your teammates.
The cooldown on Life Grip is long enough that I don’t believe the granted 100 overhealth would be particularly overpowered, but seeing as to how Tree of Life will now be granting Overhealth, I figured why not do the same for Life Grip? Lifeweaver struggles to have a niche among the current support cast, and I think squeezing him into a role of granting additional health to allies would be great for him and the change to being able to cancel Life Grip would make him a much less frustrating character to play with.
The devs have said they don’t intend on allowing the pulled player to cancel it (besides the already existent one, which is mobility skills) as sometimes the support can see the player is in a bad situation while they can’t. The delay would make it clunky to save allies in an emergency too.
I’m a fan of this but I’d like to add a final thing to it.
When cancelled, Life Grip is refunded to a 6 second cool down. Maybe lower.
Nodnod
Largely positive.
I’d take this over the current iteration any day of the week. Honestly would enjoy playing with that a lot more as well. I forget how fast overhealth degens over time, but if it’s slow enough you might be able to cancel it pre-flank, and get a second 100 hp buff whilst flank.
Fairly sure they said they didn’t intend on it prior to mobility skills cancelling it.
The reason y’all think these changes are good is because you don’t know how lifeweaver works, or how a good lifeweaver works.
If I pull you it’s for a reason and it’s usually not just to save you, its to deal with something your ignoring like a soilder om high ground, or maybe I need peels to which I try and pull someone else.
The only way I someone actually thinking these changes of giving your team control is if you don’t know how to play lifeweaver, and you ONLY play him using the slow healbot playstyle.
I play fast I make plays I try and get space, I legitmeatly don’t have to worry about weather you’ll accept my pull or not…
Or for you to just keep cancelling my pull and leaving the soilder cree sojourn on high ground just so you can shoot the tank all game.
I play Lifeweaver and have nearly 20 hours on him.
I know how frustrating getting pulled out of seemingly nowhere can feel and I also know how frustrating it is to get yelled at for pulling someone when they needed it.
This change just allows for people to decide whether they need the escape or not while providing them overhealth regardless so the ability isn’t wasted and can still save a teammate if they carelessly cancel the pull. Cause I agree at times that the ability is really frustrating to play with. Plus, you’d be getting a burst 50 heal + 100 overhealth, which is definitely enough to help save a teammate in most scenarios if they choose to cancel it.
EDIT: also using it for help for a hero on high ground or that’s flanking can easily be solved by using voice comms and pings.
Thats the thing tho the game isn’t built around voice comms or pings, I use every game but thats not realistic.
… And even then it still dosen’t solve the problems I just listed.
And if someone presses thr button by accident since ow is a fast paced game and your hands are usually on every button on a controller I VERY VERY much see that happening.
give a slight speed boost to the pulled target based on distance pulled
or rework it to where the player presses F on LW to be pulled to them and use his CD. I doubt blizzard would do this though. I’d imagine they’d would go with a speed boost since they haven’t added a cleanse to it by now.
maybe they could add a mechanic to where holding W makes it pull less distance
Nope. It’d be plenty useful and other people’s agency would be preserved if they don’t want the pull, whilst he still gets to get something out of grip even if they say no.
Other people’s agency is fully restored, his is partially lost. It’s a good trade.
Cool, then they won’t cancel it. I ain’t cancelling a pull out of a 4v1.
Because contrary to your beliefs, my communication is how I climbed to masters. My mechanics aren’t great, my game sense is pretty damn good, and my communication is how I got there.
Life Grip already has a small delay before activation, just like Nano Boost. That’s why you can use it on someone who’s got 1 HP, use it on them, but they still die. Making it longer would make it almost impossible to save an overextended ally while critical. So that’s a no from me.
Secondly, 100 Overhealth? Are you nuts? A 16 second cooldown granting Invulnerability and 100 Overhealth, whilst healing them in the process? That’s ridiculously broken. Even launch Brig only added 75 Armour with her Repair Pack. Absolutely not, especially since it comes with the added utility of granting less ultimate charge to attackers. So not only would they get a free 100 bonus to their current health, they’re also making killing them near worthless as they’re not getting their ult as fast. It’d also enable you being able to use Life Grip before an engagement, and just giving your target 100 extra health to do whatever with. Mercy going for a Rez? Use Lfie Grip, and now good luck stopping her cause she now has 300 HP.
I do like the idea of being able to cancel it, and I’ve been an advocate for that one for a little while, but it has its perks of not allowing everyone to cancel it. As a Support, you spend most of your time in the backline, so you can see a lot of things your Tanks and Damage heroes can’t. So you might see a Pharah coming in for a Barrage, and you go to pull your Soldier out of the way, but he cancels it and gets blasted into oblivion, and it’s your fault for not bailing him out, even though you tried to do it before it even happened. If Lifeweaver could cancel it, that’s a different story. But letting everyone cancel it would essentially make it the new Resurrect, where Lifeweaver uses it successfully maybe 3 times a match.
Life Grip’s utility is already incredible powerful, and it already had a heal added to it which, in my opinion, never should’ve happened to begin with. It’s one of, if not the best defensive tool in the Support role as of Season 5, so adding more and more stuff on top of it isn’t really necessary. But what should change are the following:
Lifeweaver can now cancel Life Grip by activating the ability again. This can’t be done if there is no solid object beneath the target.
New hero setting allowing for Lifeweaver to Confirm or Cancel Life Grip before it’s cast (Identical to Nano Boost and Duplicate)
this would be fine it would let the weaver have control of his ability
im sick of people trying to take agency from others by saying they are loosing agency so you loose at most a second while weaver looses 16 second your a hypacrit and i think the person here knows im talking to them
Yeah look man. I understand perfectly well that giving 100 overhealth is a broken thing. But at this point I’m pretty desperate for the ability to stop removing my agency. As long as I don’t have any control over life grip, I won’t have any reason to not just take the leaver’s penalties, or stop trying.
You lose a second, whilst also losing your position, and whatever you were going for.
Aka you essentially just take a death with a fast respawn when he feels like it.
LW is taking agency from everybody else whenever he life grips and no amount of “You’re bad lol” is going to change that. Making it so that his ability to move others is contingent on their consent is ensuring he respects their agency. You can always play another character, I can’t swap to a character and remove Life Grip.
No I want him to stop taking away agency from others, hence why I want him to have additional affects to LG, where if they don’t take the pull it’s either refunded, or on a shorter cool down because the other effects still occur.
You’re trying to insult me instead of actually engaging in anything I’ve said. Having fun arguing with a strawman you constructed?
I think it’s interesting that people advocate to make grip broken and it’s still not… appealing to me. Like I wish we could at least propose something that’s not ‘zarya bubble’ or OW1 Regenerative Burst levels of pedestrian… It won’t happen, so you might as well get abstract
Life Grip becomes a literal hand of projected bio light that force chokes enemies or something… idk have fun with it