Life Grip rework and why it's bad atm

Tl:Dr, I am against the implementation of the character but I like the concepts. They have a lot of potential to make the game more diverse, fun, and overall interesting. However the implementation of Life Grip specifically is sorely lacking. I am looking at this from the perspective of a masters tank, that now is going to main support and dps because I actually can’t play the game (will cover later but in short, motion sickness) as a tank anymore.

If you’d like to skip ahead, look for the bold And finally, onto Life Grip, as that marks that particular segment beginning. Rework is a pseudo hybrid of Zarya bubbles and current Grip.

If any devs are reading this, I’ve tried to be as unbiased as I can be where relevant, and cater to both Live Weaver, and everyone who isn’t Life Weaver. I hope you read what I’ve written and consider it. Not that I think I’m 100% right or anything of the sort oh no, but that I would hope you consider all viewpoints in your future work.

I want this game to be as fun as it can be, for everyone.

Tl:Dr Over

This is going to be split into sections, you do not have to agree with me on any specific point here, but all of this is an explanation for why the character has tradeoffs. Aka they may improve the game for you, but not for me. You do not get to tell me that I am wrong for not enjoying the character being there, but you absolutely can tell me why you think a tradeoff is worth it.

Nonetheless, let’s go through the character.

Life Weaver, or Wife Leaver depending on your preference, is a utility support specialising in positioning and game sense. Their numbers are bad but if your game sense and positioning is great, you can legitimately do great things on him. But you have to be fantastic there. Misreads will ruin fights, both for the chances of winning, and for your teammates enjoyment. The risk reward of Life Weaver ruining a fight in either way, is just as high as Mei, in fact higher (will cover later hold on).

I won’t cover all of his kit here because I simply don’t have a reason to care much about it. His healing is low but he’s a utility support so it never was going to be that high, his damage isn’t the absolute best either but I’m not here to really discuss that. I would like to see an option for people to change click and hold for charging to click first to charge, click second to fire, since some people have reported fatigue over matches clicking and holding. Should be a toggleable control scheme if implemented.

His flower. His flower by nature is an interesting ability. I’m personally a big fan of it. Your team can choose to step/stay on it or get off essentially immediately, there’s definitely some trolling potential for it but not nearly as high as Life Grip which will be covered next.

It’s immensely cool to me in how it can be used to provide counterplay to some ultimates that simply didn’t exist before. Especially Zarya grav. Though it’s unfortunate since Zarya hasn’t had a chance to really be the most viable, it is cool to see the game evolve.

It also allows new and interesting plays, such as getting Soldier to a temporary high ground for a visor. It allows characters like Rein, Orisa, Hog or whatever to actually reach snipers on maps like Kings Row easily. Etc. etc.

It’s really cool to me and I’m happy to see it expanding how the game is played. I think it has potential to troll, but in the same way as Mei wall, and I’ve only had it troll me once, where I got lifted as I shattered, wasting it, but it happened once and I’ve shattered into wall before. If Mei Wall is worth being in the game, so is the petal.

Finally onto Life Grip:

Life Grip is entirely different from any ability in the game before now. It is worth establishing this now before I move on. With every single other ability from a teammate, they’ve never taken control of your character away midfight. Our closest analogues are Mercy Rez (in which you’re already dead), or Mei Wall.

Mercy Rez is an ability specifically designed to restore your agency without compromising much unless you were planning to switch. A potential change I could see improving this at a cost to Mercy, would be to make it so that people who have already swapped heroes but haven’t yet respawned lose their res spark thing.

But honestly that is incredibly rare for Mercy, and it can’t really subsume control beyond a single thing which is changing your hero. It delays a single choice to happen after the fight, or on next death. And even if we’re denied one choice, we are now brought back with the entire kit to then make more choices. This is important to note.

Mei Wall is like Petal, it does not take away your control, it alters the environment. It adds in a literal wall. Can it be trolled with? Yes. It can. However Wall does not take away your ability to use your keyboard. It doesn’t take away your ability to press your abilities. It doesn’t change your position (Besides vertically, but that’s what Petal does, and if you want to tell me Petal is the same as Life Grip, I question your honesty).

Life Grip has some absurdly cool uses. It enables extreme aggression from teammates, it enables kamikaze attacks, such as your Life Weaver positioning behind the enemy team (On many maps this can be done via petal to cross a gap), your Orisa ulting, and your Life Weaver pulling them into where the enemy is fleeing to.

Etc Etc. It’s amazing what it opens up, but the implementation is honestly terrible.

The first. It actually made me vomit. It turns out that I get motion sickness. And you’d think that Hog would elicit the exact same feelings with Hook but no.

I have a few thoughts on why I think that might be.

  1. Life Grip goes much further than Hog Hook. I am moved further than I would be by Hog Hook, and for longer.

  2. Hog Hook hitting you has audible sfx and the stun is just the slightest bit longer maybe, which gives me more time to mentally process that I am about to be moved.

  3. I am constantly keeping the Hog in mind in fights and always tracking hook. I am always braced for it. I think this is honestly the biggest cause of Hog Hook not being nauseous, I have an incredible tolerance for motion in VR games like Gorilla Tag, and Echo VR (Rip in advance). But in those I am always in control, or, everything that can take away my ability to move, has an audible and visual warning that I can use to brace.

It’s kind of amazing that a zero-g vr game that revolves around me flinging myself constantly in some of the most spatially intensive gaming I’ve ever played, doesn’t make me nauseous but this does.

  1. Hog hook typically brings you forward in some manner, very rarely does it ever pull you backwards. Life Grip typically brings me backwards and that just induces nausea like nothing else.

Nonetheless, regardless of the other problems, because of this, I quite literally cannot play the game with a Life Weaver anymore, because I’ll vomit. This also probably explains why the other day I was on here I mentioned having one of the least fun games of my life. I just didn’t identify that I was nauseous at the time.

So now I cannot solo queue because I cannot guarantee that I won’t end up playing with a Life Weaver, And I’m too high ranked for too many of my friends, so I can’t group while playing tank.

The second problem is that it takes away player agency and autonomy. Now before select members of the forum call me a narcissist for liking to control my own actions. Let me support this statement and why it can feel terrible beyond being vomit inducing.

The article I’m about to quote is “You Better Hold Onto Your Head, Mate”, written by Robin Walker and published May 5th, 2009. It is specifically talking about how they designed the Sniper, and how they ended up having to redesign parts of the game because of frustration from the player base causing small exodus’ and a loss of new players.

I am specifically bringing this up because Team Fortress 2 is still an incredibly popular game. It has an active community still despite being far, far older than Overwatch as a franchise.

They are specifically talking about frustration points within the game, and what is aggravating. And I’d like to share a quote from it with you.

“The second was whether you felt you were actually engaged with the person who killed you. Dying to someone you weren’t engaged with, especially when you were already engaged with someone else, was aggravating. Even worse was dying to someone who you couldn’t have engaged with, even if you chose to. In that case, you’re very unlikely to believe you could have done anything differently to survive.”

“In particular, the second seemed to be the root cause of the hatred of Snipers. You’re often killed by them while you’re engaged with an enemy in the foreground, and most of the time the Sniper is so far away it feels like you couldn’t have dealt with him even if you didn’t have enemies nearby. In fact, the Sniper’s goal is to create that relationship:…”

They’re quoted separately because the first paragraph is a dot point, and the second is not one. They are sequential and there is no text between them.

I’d like to bring attention to some key parts of the first paragraph (aka the dot point). “Dying to someone you weren’t engaged with, especially when you were already engaged with someone else, was aggravating. Even worse was dying to someone you couldn’t have engaged with, even if you chose to.”

Life Weaver fits very well into this. They can ruin your plays, interrupt your control of the game, reposition you, and more, whilst being on your team, meaning there is nothing that you can do to engage with them. There’s plenty of clips already of people being killed by a bad pull, or of team wipes to DVA bomb from Life Weaver pulls moving the shield tank.

You can’t engage with the Life Weaver, you cannot stop that, so these cases are in essence The Sniper problem on steroids. You literally cannot interact with them.

Life Grip as an ability violates player agency, can get you killed, can ruin your plays, your positioning, your plans, your stealth. Etc (etc referring to some more niche situations). It has every frustration that Hog Hook has, but as a friendly ability. Mercy Rez can get you killed again. Nano can ruin your stealth, Trans might not save you, Suzu can potentially boop someone out of a shot you take. Etc. Wall can ruin your plays, or even your positioning.

But all of them cannot, at all, do all of those. The frustration points are simply higher, whilst also removing player agency.

What I would propose as a change is a rework of sorts.

First. It now initiates a bubble on the player when Life Grip begins to be used. This bubble has a health proportional to the max health of the character bubbled. So if we set that percentage to be 50%, for Tracer it’s 75, for Rein it is 300. This helps prevent characters like tracer from being invulnerable with her small hitbox and running without any fear whatsoever, whilst also being still useful for tanks… Whilst that bubble is active, healing on you is increased by a factor of 1.5. So sustain is a bit stronger (it’s a 20 second cooldown cmon).

They are also given a prompt. If they accept that prompt, Life Grip as it is activated, with the exception that they are not invulnerable, but if it turns out to be too weak, they can keep the whole being invulnerable. I doubt it’d end up being too weak though, but I’ve been wrong before.

What this does, is makes the ability theoretically stronger in all but very niche situations, it retains player agency for those being hit by Life Grip, it maintains player Agency for the Life Weaver (hell can even make it so non-accepted grips have a 15 second cooldown or whatever ends up being best, so if they don’t accept the grip you are compensated a bit), since they can use it like an alternate Zarya bubbles (I remind you they have a cool down of 10 seconds).

Now I don’t have to vomit. I can control my character. All of the creative uses of Life Grip are maintained, it’s now actually somewhat stronger for things like Pharah Barrage offering base value, it still saves people when used so the consent doesn’t delay it, and Life Weaver also maintains player agency. Not quite as much, but the sheer increase of agency for others is also higher.

This also prevents something I’ve seen some people complain about is where they Life Grip as someone uses a movement ability and it insta cancels because it was unlucky. Now it shields them, and lets them accept with that extra health.

I hope this has been informative even if you disagree. I wanted to explain my side as best as I personally can. Please give your thoughts in the comments, and please. Do not just reduce the whole post as narcissism. This is a forum, the intent is to have a discussion.

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This is a hell of a good write up.

I think the issue you are going to face is a design one.

Lifeweaver is designed to have their high impact, high skill expression in the lifegrip ability.

If you hand off the choice to another player on if it repositions or not, you are handing over a good deal of the skill expression into their hands, not the life weaver player, and that is a problem.

I’d love to see a rework, but the tricky part is, it has to have the same level of impact (which yours does), and the same level of skill expression (which yours does not).

I think you have identified a good reason for it to be changed (you don’t want your players getting motion sick), but I don’t think you have a good replacement for it.

I appreciate you are trying to make a minimal change, but I think it will have to be a bigger change than this.

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10x tl;dr.

I’ve been playing him nonstop and 90% of problems with Life grip would be eliminated if it only worked on teammates at low health and it would still be a great ability.

I only use it if I know it’s going to be a save or sometimes to help teammates with no mobility to high ground (everybody ignores elevator), and I’ve had 0 complaints.

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Thank you! I’ve been doing some research into good game design and have been trying to put my best foot forward in helping Overwatch improve.

Ok valid. I personally think that bubble is also an incredible ability for skill expression, but is potentially lower. I’ll have to do some brainstorming to see if I can come up with a concept for changes to increase skill expression to potentially higher than before.

I fully get that, but at the same time given that other people have expressed it being their favourite ability already, I would like to try and keep what people love in this new iteration. I’ll explore other ideas though and see about a good draft.

Whilst I have seen this a lot, I don’t think this solves the disorientation noted on other threads (I have one specifically about the motion sickness that is now 80 replies long discussing it), whilst also removing all of the really creative uses for Life Grip. Which kind of guts the amazing potential of the ability and reduces it back into an immort in function.

Seems like a good plan. I look forward to seeing it! Do link me in when you post it, since I don’t want to miss seeing it!

Blizzard isn’t stupid (I know, many would disagree) - so I would expect that it will be difficult to land on something good which has the same level of skill expression - simply because they will have been trying the same thing.

It isn’t to say you won’t find the thing which works, because you could! Just don’t be disappointed if it is hard, since… well, these things are.

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Will do! If you want to, I’d recommend looking at my profile and finding my other thread about motion sickness with the ability (It’s the one about vomit, needed a eye catching name to get people to click since well this one didn’t really get them and I want to discuss issues with the community).

Oh absolutely not. I think they’re hesitant, and doing their best, both for good reason. It’ll be tough to find something that could be considered better whilst still fitting the character but hey, can’t discount it until I try to do it. Doesn’t mean I’ll manage it though!

Will probably end up making a new thread though when it comes to that and just link back to this thread for people wanting background explanation, since talking into a void is only so effective.

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Despite only have positive experiences with life grip I still believe it’s a problematic ability

Yesterday I had a match where the enemy reaper kept being pulled back by his weaver. One time he turned around and started to shoot his teammate most likely out of frustration oof

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Motion sickness or disorientation is a graphics issue, and doesn’t really belong in discussions about how the ability actually functions.

I’d maybe agree with that if it was purely about the graphics they use with it. But given that there’s a fair chance it is due to other factors (e.g. Getting moved randomly, not being able to brace for it. etc.), I think it is an important discussion in the ability as a whole.

The rework suggestion is not because I believe the ability is weak.

Should have been more specific but it’s a problem that’s already been solved multiple different ways thanks to VR. It would be very easy to implement motion sickness mitigating options in accessibility with things like tunnel vision, switching to third person, or just blacking the screen out. Framing it as accessibility is far more likely to get a response from Blizzard too.

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Sure it does, if an ability functions in a way which makes people feel ill, then it is part of the conversation about the ability.

No dev wants to make their players throw up.

Maybe, but the other ways to fix it, is to change how the ability works as well - and as such is part of the discussion.

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Surely the solution then is to give life grip a short window where before it pulls you away. So you can brace for it or prepare your movement skills to break out of it?

which defeats the purpose of life grip , its a clutch save , meaning every micosecond delay means its not doing what is was designed to do , if it there was a short delay would have to increase the invul bubble , to allow for the delay causing another issue of being immortal longer than intended ,

the ability is working fine , vocal forum goers are making out its a big problem but most lifeweaver players are not getting any abuse off the back of using it, as most of us are using it for ult saves and the occasional help to get team up to higher safer ground,

it doesnt need changing , and unlikely it ever will be , same forum players over and over calling for it to be changed / removed , with different reasons / arguments for it every thread .

at least forum goers are not calling for widow one shot to be removed this month :stuck_out_tongue:

This statment alone gives me pause to anything you say, as it already show your opinion on him is negative and probably biased, though lets continue.

I feel bad for you and others who suffer from motion sickness, and there are many ways to help counteract this that should be implemented, however that isnt a reason they should remove a ability just that they should make it smoother.

You only talked about the negitives of the ability but happend to leave out the positives, For each of your negitives there is a positve, It can Save you, it can enable plays, it can help positioning, give you more plans, though granted it can hurt sombra’s stealth but so can other abilites.
As for violating player agency, i understand why people are upset by it. However this type of ability has existed is other games much longer than LW has been out, granted most of thoes games are not first person, but the mechnic are the same. Some of the pull in other games are actually worse then LW pull, but the dev team have tried to make it as user friendly as possible. However the life saving potential, the mobility it grants, the play you can make with it far outweigh the tiny amount of time you lose control.

There also plently of clips where LW save teams, makes peoples ult better, ect. You cant just talk about the bad as if there is no positive.

You claim that this is similar the sniper problem that you cant interact with him, which is why many has said that there should be a cancel button or some way to leave early if you want. However its a 20 sec cooldown ability for 1 target, its not like a widow that can kill the entire team in that time, or a rein that does a 5 man shatter, or any other ult. Yes you have responses to enemies and their abilities but the amount of CC that they can put out if much more then LW 20sec pull. You cant dodge every enemy ability so saying that LW takes away controll is unrealist when you way more likely to lose controll becuase of an enemy then LW. Its just another type of CC that happens to be on your team, that at lest tys to be beneficial instead of hurtful.

Whilst this sounds like a nice idea, it isnt very orginal, Its just zara, sym tp, and ana nade mashed together. Grip atleast is unique to overwatch.

This wouldnt work as people intend, as we already have this ability in the game and people dont use it. Sym teleport require them to accept a promt to tp, but the amount of times that i have placed it down to save some one and they just ignore it is astrnomical, I have even said in voice chat to take it, but that doesnt work most of the time. In the thick of a fight people tend to focus to hard that they might not notice the prompt or use it to late. So idealy this would work, in reality it does not.

Overall I understand where you guys are coming from, i feel sorry about the motion sickness, but the amount of good this ability can do, has done (at least from what ive seen) Far outweighs the tiny amount of time you lose control.

As others have pointed out, this hurts the ability in the long run, it makes it take longer, takes away clutch saves (which is the least creative use of it, but people want that), and so on.

In another forum thread we’ve been workshopping some ideas for possible changes, one being an option to freeze the screen (as a toggle), until life pull is over, adding vignette, dimming the screen suddenly with it so you process it less, removing the screen effects, allowing an option that will turn your camera to face where the pull is pulling you from (means you now don’t have the problem of the flight path being different). Etc. Etc.

Whilst I do want this to still exist (hence the bubble base kit discussed in the proposed rework), this is one part of it’s purpose. It is not the whole ability and to reduce it to that is just… Depressingly ignorant of all the creative ways to use it.

And the same players are arguing against it being changed, etc. Saying that doesn’t support or discredit either side, it just means that both sides have yet to find an effective way to communicate to the other side.

One of these things is preventing me from playing the game for more than a game if a character is chosen. The other is unfun on Junkertown and Havana but I can still play.

This was intended as comedy. Commenting on a meme in the forum because it is a long and dry post trying to explain my side.

Yes you’re right. In this forum I’m trying to propose solutions to everything all at once, but in another thread specifically about motion sickness, we’ve been discussing solutions to that specifically.

If you’d like to read up on what we’re writing there, feel free to click on my profile and hop across.

Yes, but the negatives are important because they are larger than any other ability in the game by far. Every negative we’ve seen from an ally ability is all here plus some unique ones.

Also I did comment on the positives when first establishing what Life Grip is, I commented on some amazing uses for it and the rework proposed tried to maintain the awesome things about it. It’s why there’s a bubble to add health (helps them sustain while they accept the prompt if they need the out). Everything the ability can do before, it does better now with the exception of 1 health saves in the middle of five people, but I’m comfortable with Bap immort and Kiriko Suzu being better than Life Grip in at least some function. Add in the healing boost and now the person can sustain better if it’s used pre-emptively.

I am trying to make the ability better.

Is all maintained. In fact it’s honestly higher since that bubble would cancel DOT that is killing some now since that maintains through grip (paused while in grip).

I did talk about the positive. The aim of the rework is to keep the spirit of the ability whilst addressing the bad.

I would be mildly more fine with this but it doesn’t solve any of the issues listed.

That… Doesn’t really affect my point? Also it is. Have you not seen the dva bomb clips. Not as common by any stretch but yes. It can.

Nonetheless onto the actual important part. The point, is that the inability to interact with it and the potential for it to mess up your plays, is the exact same reason snipers get so much hate. It is a problem, this has been known for well over a decade with Team Fortress.

…I fail to see your point. It’s a longer cool down with a much greater effect on you and no response. It’s proportional.

You can absolutely still mitigate, dodge, cancel in some way, or otherwise prevent the enemy from hitting you with their ability. If they hit you with hook, that is your fault. You failed to mitigate it. If you get hit with Life Grip, that is not your fault. You cannot mitigate it from starting at all.

That doesn’t address the problems.

The grip part is still maintained but is now optional. It is a tradeoff, but it would make the ability lose a lot of the current problem areas. I personally think it’s worth it, but others may disagree. I would like feedback on areas to improve.

Additionally, being unique is not by itself a positive. Good unique is good. Bad Unique is terrible.

People also don’t notice Sym Tp. Life Grip could be a lot more visually abrupt in letting you know to accept or deny. Add ui to your screen. Etc.

Sym tp is remarkably easy to miss, sets up over a longer delay, requires people to know where it is (might not be in their sight), etc. This is also why I’m arguing for Grip to get so much of a buff from the hypothetical bubble.

The amount of time I’ve said in a vc to push in with me, yet people have sat around is also astronomical. People should get to make their own choices.

For the first while yes, it would be missed, but considering just how good people have gotten in the game at noticing small details, this would eventually become a trained thing.

I do get your point though.

I understand the tradeoff being worth it for you, but you’re also someone who if I recall correctly (There’s hundreds of posts in other threads), who doesn’t really mind losing control in the first place. For others it is far more inflammatory, and given Team Fortress’ experience, this has been a large problem for them as well.

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Thank you for being civil about this argument, I see way to much toxicity going around him and its rare to have rational discussion with out it it devolving into childishness. Personally I think his kit it great and i love his pull, and I understand your concerns. However i believe that instead of removing or major reworks to his ability, there are solution to help smooth him over. There probably isnt any way for you to change my mind and for me to change your, but thats ok. I just wanted to have a ration talk and hear the other side perspective that isnt just “I know best LW doesnt know best” arguments. Thank you go being a good human being.

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No problemo. I think his kit is great as well, and pull is an amazing concept much the same as you, we just might disagree with implementation.

I’m just going to give you a quote at the end to follow to a thread that’s about motion sickness. Name is inflammatory because I wanted to get people to actually click on it for discussion rather than the dry well that came for this thread.

Absolutely, but we can work together for a solution that makes both sides happy. And that’s the aim.

No problemo, I think it’s a pretty bad phrasing of the point they’re trying to make (not on you, I’ve literally read them saying that exact quote as well), since it’s just them wanting to make their own decisions and feel like they’re in control of what they do.

I’m definitely going to have a go at proposing another rework though, since I want to find an iteration that gets people excited. This is not the last one I’ll make. Would you like a link when I end up making the next one? I’d like to have your viewpoint in the future on them to help represent a side I don’t think I can do proper justice myself.

My biggest issue is that when playing Doom you are always using a movement ability, and I have canceled the pull mid-pull accidently so many times and ended up in some random awkward place to immediately die. I would much rather just not be able to cancel it on Doom.