[Mercy] Damage boost fix, kinda obvious

Do some basic math first before you make mention of these changes.

Damage-boost is a modifier. So any damage fall-off is just modifying off an existing damage output.

Example: 75 damage at maximum falloff range would be 50% of maximum. So 75 damage at 50% is 38 damage. 38 damage modified is 49, still a 50% drop.


Additionally, changing Mercy won’t do much as long as the other free damage-boosting exists via Discord, or Nanoboost, or Amp. Matrix, or Hack/EMP.

You guys don’t get it.

Can’t do it that when damage is so varied; you’ll create clear favorites for Damage-boosting and excising all others.

Except pocketing is not effective. There’s plenty of evidence to support this, including Mercy’s own kit that exemplifies and encourages active triaging. All Supports effectively work like this.

This is false.

Damage-numbers are tightly tuned, so it doesn’t really matter that much whether Mercy’s damage-boosting works or not. It’s still going to take X number of shots for a kill; damage-boost or no. This has been true since beta 1 of OW1.

You can still damage-boost Genji for a headshot one-shot kill even now. That hasn’t changed.

Rather, the issue is that the game is designed around the idea of quick-kills and frenetic gameplay - until you get to the Tank-role which nullifies all of that with all their defensive capabilities, skills and abilities. All of the Damage-role are built as glass-cannons and this remains to be true even in OW2.

Again, why do you think they removed one of the Tanks from each team?

A direct hit from Pharah with a Mercy Damage-boost still requires two shots. A two shots from Cassidy, two shots from Ashe, two shots from Junkrat, two shots from Mei.

Without Damage-boost? Same exact number. Hasn’t changed. The only difference that WILL change? Is the number of shots done to Tanks. It varies; but the number of shots is reduced between 1 to 3 on some of the most damaging hits.

There’s plenty of nuance; but you’re correct in that the current Damage-role and Support-role health numbers are too restricted to really allow for a lot of variability. Not the case with the Tank-role; which still has more diversity both in build and total health.

No, that was GOATS, or the Tank/Support roles being completely and utterly more viable than the entire Damage-role. The Damage-role wasn’t unviable, mind, but it was completely irrelevant when you consider that the entire role offers nothing but damage. You get more health, more utility, more healing and more support and crowd control from an extra Support and Tank than anything offered by the Damage-role.

The game was broken from the outset, and players easily discovered that once Brigitte was released.

Role-Queue just bandaided that problem by forcing players to include 2 Damage-role heroes, but this also presented its own problems.

There’s been no real, core fundamental changes to the overall gameplay or roles. Only to the composition of the teams. The additions to the roster and the way those characters are designed, still adhere to the core designs from OW1’s initial launch.

Pharah does just fine on her own, but she is an easy target for a lot of skilled players who can aim at fliers like Pharah. Mercy just adds resilience here, which creates 2v1 situations where a lot of less skilled players struggle with.

Most of this is false.

A reduction to 20% barely matters given the way the damage is tuned. If you really wanted to reduce the effects of Damage-boost, it would need to be reduced to 15%. That would provide a substantial reduction in order for the effect to be reduced against Tanks.

Damage-boost is just a buff. It does nothing unless you actually hit the target. I can hit someone with Nanoboost, but unless they’re actually getting hit or actually trying to do damage, it provides no real value.

Buffs are easy to apply and there’s no real downside to their applications. There’s no real skill to providing Speed Boost to your team, either.

It is foolish to think that Mercy’s assists numbers aren’t providing value. An Assist is equal to an Elimination. So when Mercy sits on the scoreboard with 40 Assists, compared to the rest of the team’s individual Eliminations of 20 or so, Mercy is providing more than 50% of her value towards assistance of kills.

This is why it is important that Supports actually yield high assist counts when possible, as healing numbers can only count for so much value.

This is true, and so quoted for emphasis.