No, because those one shot heroes are not high mobility.
You don’t get both, and no hero ever has had both. It was a very normal tradeoff.
Ranged instakills are kind of a “Game wide” problem, when there’s a lot less barriers.
And I could see the devs looking for ways to lower the annoyance levels from instantly being dead.
Also why does movement speed matter against an opponent that is outside of your attack range, sitting back near their team, or getting pocketed by a Mercy?
I’m going to break down a couple of those heroes to show you why you’re not making sense.
Currently: Hog hooks somebody like Reaper or Junker Queen, I immediately boost him, he uses primary-fire/melee, they instantly die. Without my boost they would have lived.
With the change: Hog hooks them, I boost, he uses primary fire twice. They both survive the first shot and have time to Wraith or Cry before the second shot.
Currently: Rein has a squishy cornered, I boost him, he swings twice and they die.
With the change: I boost Rein and he swings 3 times to kill them. As long as the attack speed boost is less than 33%, he still takes longer to kill them than the two swings before. That’s more time for them to use an escape CD or get burst healed.
Rein would like the change more in a tank vs. tank battle. In that situation the DPS will be about the same between current boost and attack boost, but he also knocks the enemy about more often, affecting their aim more. This is a good thing, Rein is currently very underpowered vs other tanks while being quite oppressive vs squishies, once he’s in close.
Reaper can be one-shot reliably without damage boosting if you aim for his jaw and are on an equal elevation.
Thanks, good to know. I haven’t played hog since the start of OW2, even though he’s my second most played hero still, not surprised he’s still less consistent to one-shot than other heroes.
I’m also not sure at all if hog can consistently one-shot JQ with boost right now, since I’ve mostly been the Mercy in those situations and occasionally the JQ.
That just show you misunderstood that data…
We need to ask ourselves WHY she is picked to dmg boost. Is it a problem with ability itself (IE dmg boost is busted), or is it problem with a fact that blue beam brings one character (sojourn) one ability (railgun alt fire) above one shot threshold…
I’ll help you out, it is the second one… So yes, there is a room for mercy buffs, because she is not strong on her own, she is strong because of poorly designed sojourn that need her to still be busted…
Roughly the same on heroes that track aim, and pretty much nonexistent on heroes that flick aim… So overall it would be a nerf for doctor Ziegler.
Oh, and there is this fact, that now Angela is credited with ult charge for dmg boosting (whatever dmg will land above the original value, she gets ult charge as if she would deal it herself). With that change she won’t get it so another nerf
Hog does 320 dmg with his combo, it does not blue beam at all to OHKO anybody other than tank (except Kiriko and her arm blocking headshots, lol).
So it still OHKO pretty much anybody except tanks, reaper, mei and bastion… blue beam will bring that to slightly less than 300 so bastion and tanks still survive
that is the only one that is problematic, why we nerfing Angela for something that is not her problem, but problem with Vivian?
We had that… She was main healer during mass rezz tiems, and Moth meta… Community didn’t want that, so we got Angela as pocket support, and it is also bad… What do you want at this point? Because whatever they do with her dps and tank mains are crying…
i think that is the point of OP proposed change… So it is easier to counter than 30% extra dmg
Yes, that is one of the main reasons to use blue beam, and just att speed would ruin it. But I think only Mercy players knows that at this point…
I can’t think of a single mercy main that was opposed to changes to ashe… Actually we were one of the few that screamed at devs to nerf Ashe, because her pairing with Angela is unhealthy
Technically you could still do it with attack speed buff, since more shots lead to more dmg, and that lead to more ult charge… But I, as a Mercy player, wouldn’t get any ult charge, so it would just feel bad…
I am 99% sure it does increase tick rate
If she is so easy, then why don’t you prove that, and climb to top100 supports then? And why all top100 is not dominated by Mercy? Maybe because she is not as easy as some people might think
And Angela herself, since no ult charge for her…
What about beams?
Like, how can Zarya benefit from an attack speed buff?
Same as she benefits now from Kitsune Rush? Faster tick rate
Attack speed isn’t a great idea either.
Goes to the same problem as before, but instead using heroes A,B and C. Uses heroes D,E and F.
Pharah with mercy would shoot more rockets, which means lower TTK or similar one to the DB.
Sojourn similarly. Roadhog would become even more interesting due Kiriko’s ult being really strong on several situations.
Don’t get me wrong, but any actual buff on damage or lethality is simply bad in this game. The overall damage threshold is too high already. They instead should focus on abilities that increases TTK at same time they reduce overall healing. Making supports more aligned to be utility oriented.
Moira’s damage reduction was a great perk, but how was implemented made folks feel that she was more passive. At same time most folks who actually complained were the ones who couldn’t kill stuff anymore.
The one shot threshold are really reliant on both damage boost but also aspd boost. That’s why Roadhog is great on capable hands in the current scenario. Also why kiriko can enable his lethality even more.
Nano, damage boost and even discord orb can be problematic approachs. While Discord itself can be prevented with covers, barriers and other mechanisms . Damage boost and nano are applied on the source not the target.
They need more debuffs on the target (A.K.A - increased damage received and damage reduced by %) and more buffs on the source (A.K.A - temporary hp, prevent instant deaths temporarily and so on). The moment you have amplification, any type (damage increased or aspd increased or damage reduction), you have problems if they’re applied on the source.
Folks complaint about mercy pocket, but rarely complaint about discord orb. Folks complained about moira due not being able to kill foes (as dps) but also because her gameplay was passive.
Roadhog by example, folks complaint about him not being able to “die”, but zen could counter his damage reduction partially and ana could counter his healing.
So, damage reduction itself is a problematic concept on the source, similar to the damage boost on the source.
Better approach are just:
buffs are only related to “survivability” but not reduce overall damage, like mobility, ehp, remove effects and prevent deaths.
debuff are only related to “lethality”, reducing the damage, reducing the defense, reducing mobility, reducing healing and so on.
Concepts that work fairly well:
nade, bleed, mei slow, lucio speed, lucio’s ult, zen discord, bap lamp, kiriko protection
Concepts that can work, but needs to have weakness/counterplay:
orisa fortify (although not without crit hitbox),
roadhog breather (although should provide less damage reduction)
doomfist power block
If you mess with breakpoint without the ability to actually counter it, is a problematic mechannic. That’s why most of boosts on source are bad. While certain perks like damage reduction could work they should be flawed to actually be “fine”.
So, yeah. Damage boost or aspd boost on source, are pretty much bad.
Would be better if mercy gave mobility boost or simply not have the db function but in fact some way to shoot without needing to swap to an actual pistol. That way instead a blue beam she would shoot something and instead of needing go back and forth to staff to heal would be simply a shot or healing thing. Similar to ana sniper being able to heal allies or deal damage on foes depending where it lands, but instead depending on where it lands would dependant of how player chooses to use, like moira’s primary and alt buttons.
I only disagree here cause we’re gonna end up in the same loop as before where it was underpowered, get buffed and still be underpowered until some exploit is discovered and then it becomes abused.
MR-like mechanics have worked in other FPS but they have longer matches, bigger teams and bigger maps.
Personally would prefer like some big bursty heal, or like something with damage reduction.
Unless they can really nail down MR without as many flaws then sure.
I think it’s at least 3 or more characters. But Sojourn is just such a big problem that it’s hard to focus on the other ones.
- Widow, would still be equally, if not more-so a problem with damage boost.
- Hanzo, has one of the most aggravating oneshots in the game, and more raw firepower than Reaper when he uses his ability after shooting a primary fire shot.
- Roadhog, he’s hard meta, and I think most high ELO players would prefer he wouldn’t be.
- Doom, heck he’s a very burst damage focused character, and it’s a lot more difficult to balance him when his big-cooldown attacks could be damage boosted.
To the extent that becomes a problem, they could just put an ultcharge gain boost when she’s damage boosting that increases it by ??? percent.
as long as mercy keeps her mobility I would play her even if all she did was smack people with her staff.
Mercy is insanely fun to play right now. Her mobility is nuts.
The issue with her is her actual value to her team. Her damage boost is amazing for certain heros but not that great for others. It also means she has to hope the right dps or tank on her team is good so she can boost them. She has the wrong type of healing to be a great healer (slow and steady does not win the race here) and her Ult just isn’t that great.
I don’t think it’s a bad idea at all - I quite like it. However, I think that change alone might not be enough to engage mercy players. It might need compensatory buff elsewhere? I’ll be honest, I don’t play her enough to know what that is though…
More generally, I think most of the support role problems would be solved by having 3 or 4 more characters to choose from (they are vastly under-represented compared to DPS and tank). Sadly, we’re probably well over a year before we even get to that point.
Absolutely. That’s actually the entire point.
It’s very difficult to add stuff to her equipment, or give her significant buffs, if she’s the top 3 pickrate, and top 2 winrate in high ELO.
And that’s mostly because of damage boost on instakills. This patch, there’s a growing perspective that that’s going to be even higher this patch, since Sojourn is very close to still maintaining her oneshot capabilities, with a Mercy damage boost.
Yup, that’s mostly right. But it’s hard to “add more” to Mercy if she’s limited by things like a damage boosted Sojourn, and a damage boosted Pharah.
Mercy is fine the way she is. I do not like these changes whatsoever.
In an FPS atk spd IS fire rate. Fire rate on Gate affects exactly as you’d expect. Fire rate type things such as Ana and not mercy, but Kiriko benefits. Its the exact same thing.
Atk spd does not imply reload, but it would sort of be needed to function that way to equate to what dmg bst was. However, it is still a net loss because you can’t affect abilities since the vast majority don’t gain any fire rate boosts.
Isn’t faster attack speed a different version of dmg boost? You’re still doing more dmg over a certain time period. Kiriko ult gives faster attack speed too and that’s kinda seen as another form of dmg boost.
Devs are 9 days away from a catacysmic problem with matchmaking/queue issues, caused by a lack of Support players. Making it so Mercy is a much more desirable hero to play, could pull in an extremely large amount of additional Support players.