I remember when Moira first came out, I didnât even think at first that healing orbs could be blocked by DM and reflect. It makes sense that they can be blocked for consistency because the purple orbs can be, but they arenât something I really thought was a âprojectileâ because they donât just go from point A to point B, hit something and/or blow up.
Once I realized that they could be eaten, Iâve honestly felt sorry for any Moira I play D.va against. It just doesnât even feel fair, that half of Moiraâs power level is completely hard countered by D.va.
Rather than make them unblockable, though, Iâd like to see Moiraâs orbs cooldown cut in half and their total healing / damage also cut in half to match. With the same total power but more orbs, Moira would not only be more versatile but also harder for D.va to completely shut down.
This kind of change would also eliminate the frustration of dying to a single purple orb from full health as a 200hp hero caught in a tight space.
I surprisingly like this idea a lot more. A good D.Va can still be a pain to a decent Moira, but it would at least be more forgiving should something go wrong, but wouldnât totally eliminate Moiraâs ability to 1v1 because she can just throw out more orbs.
How? Iâm saying take 300 healing on a 10-second cooldown and make it 150 healing on a 5-second cooldown. When you consider that the cast time interrupts any other action Moira may be taking at the time, the net result would be less total healing because of that interruption.
Not gonna happen. Theyâd have to do the same with Anaâs bionade⌠and then there would be no hard counter to bionade besides⌠Zarya bubble and shields?
The whole point of DVA is to counter projectilesâŚ
How does this solve her inability to range heal (and how does DM not being able to eat orbs affect this). Part of the problem in using Biotic Orb as a range heal is that it will not heal that Pharah/Widow/whathaveyou sufficiently during its travel time.
It would be a nerf to what sheâs good at with tank comps, yes. Part of why sheâs so awesome in that role is because the 300hp heal orb can get soaked up by a group of tanks without wasting any healing, while 150hp wouldnât be enough and sheâd have to wait on the cooldown to heal more. Thatâs a more quickly available window of opportunity to kill the tanks. Isnât that a good thing, though? Isnât a team full of tanks that never dies a bad thing? Doesnât everyone hate GOATs?
On the contrary, it would be a great boon to ranged healing. A single wounded flanker ally hiding in a hallway across the other side of the objective doesnât need 300hp to get back to full health, and even if they take some damage while being healed with the orb, most of that heal orb is going to be wasted after it moves past them. A 150hp orb that is more frequently available would greatly increase the consistency with which the full value of the healing orb can be applied before it passes by your teammates.
Then why did you say Biotic Orb could then be more easily utilized as a range heal?
Point is, Moira has no utility. Her raw healing numbers do not make up for this, nor will her raw healing numbers if DM does not block healing orb. That is her primary problem. Her secondary problem is her range because her âcompetitionâ has that in spades and more utility. Even Mercy who is short range has GA to make up for it. Fade cannot be used to make up for it. Making Defense Matrix and Deflect inconsistent (which is what you are proposing no matter how you want to try to spin it) will not solve this.
The fact that you choose to arbitrarily say itâs not, means that youâre okay with classifying different types of projectiles to have different meanings.
It is not. You have to roll with what the devs say. Orisa shield sticks to the ground and is deployed, is semi-permanent, can be damaged, and is classed as a barrier. It is not a projectile.