OW 2 Beta - DPS do not need speed boost

After 5+ hours on all three roles, there is simply no good justification after removing much of the CC and a tank from the teams that DPS has any need for a speed boost. Literally, no reason for it. Goodman and team, please consider this seriously - remove this boost, it’s not good for the game in general. These kits already are good to start in the majority of cases (esp. hitscan), literally no need for it. Had we kept two tanks I think I could see it, but not now.

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i’ve seen no one talk about this but this speed boost make ADAD spamming so much more broken than it was already…

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Good point actually - my understanding was 2-3 frames of time were to spent on direction changes, but I don’t see it.

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Maybe we should reduce Tank’s speed and keep Sup&DPS the same as each other?

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Just for the sake of argument, what would you recommend as a role passive instead?

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Have nothing to do here in involvement but I’d say a more different approach might also be a great idea, making individual low impact passives would be neat and not too brain melting to balance.
Or only have certain characters have a passive as a means to make them more unique or to balance them in another way than to adjust their abilities or rework them.

Honestly there are many viable options I think and I’d love to see some concepts

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10% faster reload? :wink:

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Why would they need any passive? Isn’t DPS the most skill based role in the game? Why would they need anything to detract from their skill-based gameplay, hmmmmmmm?

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wait, dps have speed boost?!

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Honestly don’t think they need one at all given how the game plays now. The role passives on the other two make up for 1 less tank in the grand scheme of play.

Agreed.

They move 10% faster than tank/support in OW 2 for some strange reason.

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why on earth would you ever do that?!?!

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“Badman” and team started off on this idea of each role with a passive, I am sure DPS got tagged first with 10% boost which means the only way it would change is if the entire community railed against it; when 50% are DPS players only, they will never speak against it so it’s going to stick. Honestly, it might have been a very easy solution with a 6 v 6 format, but no, we get 5 v 5, and for some weird reason a speed boost on DPS… :roll_eyes:

It really plays havoc with your muscle memory too, I had to drop my standard 2.36 sense to about 2.20 on DPS characters.

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how about something to do with being “on fire” (the thing they removed)…

but yeah ive thought about the subject matter a few times before…it does seem unneccesary

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If they are going to give Supports self heal, Tanks ult resistance, they are not going to go “DPS you get nothing”.

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I don’t play DPS role, so I can’t comment on what it feels like to have it or go against it, but as a support and tank player, it seems fine to me.

Slow tanks kind of defeat their purpose. A tank that can’t react quickly or get into position quickly is pointless if everyone else is zooming around.

Speed needs to be standardized across all characters. There is no good reason to have roles with different speeds.

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I don’t even notice the 10% speed difference tbh. And it’s certainly the weakest of the 3 role passives.

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The DPS passive feels really broken. In so many games, the fact that they outspeed everyone, that they get in and out of fights faster, that they can AD strafe like crazy, just gives so many advantages in so many areas.

The thing about the tank passive is that 99% of the time, it has 0 effect on how you play the game. You don’t even feel better because of it. Not generating ult charge isn’t something that actively improves your experience, and less knockback is fairly minimal since there’s not as much of that anyway.

The support passive is also not that much different for how you play and your experience. It’s nice to not need another healer, but it nowhere near approaches the level of being faster than everyone else innately.

Give DPS something that solidifies their role as people who make picks. Give them +10% damage on targets below 30% health, or something like that, so they’re better at finishing things off.

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I rather add individual hero passives to each DPS than to add a passive thats broken on some dps and almost useless on others.

DPS heroes are way too varied and different for a single passive be balanced between them.

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You know this is always so difficult about these or in fact any discussions: the perspective

Trying to be objective is hard, but I also think that the passives were overall a bad idea, at least in their current state, tank passives makes it unrewarding, dps passive is a general advantage as time to get back into combat is reduced and it makes it easier to dodge and evade projectiles and other attacks and the passive heal after 2 seconds can advantageous but it’s nothing that saves you while dueling or in combat which is what supports need right now, survivability.