Remove the very stupid dps passive entirely

And instead make dps deal 10% bonus damage to tanks

This won’t change any super critical break points (you were never 2/3 or even 4 shotting a tank outside snipes, and if they let that happen, skill issue)

The dps passive severely punishes healing focused play styles and hero’s and negatively impacts balance

It makes balancing damage and healing values complicated and inconsistent in their applications

It negatively impacts ult economy for supports especially

It would literally perform the same function against tanks that it currently does

It would take supports less time and resources to heal other dps and support giving them more time to do other things

The increased projectile sizes have already MORE than compensated for the TTK changes brought by increased health, and blizzard has confirmed this multiple times that people die FASTER than they used to

It’s frustrating for the whole team when the supports must spend the whole game healing the tank and thus neglecting the rest of the team because if reduced healing- THEN when you get to the rest if your team, it still takes 20% longer to heal them unless the team fight is over and then it doesn’t matter anyway.

Gives dps and your co support the impression that you aren’t trying to upkeep them- and even if it was true (it could be you’re forced to upkeep the tank…) once you DO support an ally in actaul combat, 20% means you’re very unlikely to successfully sustain them. It’s really just down to “which dps headshots more”, and you’re often better off just damaging their target instead… to such an extent that the healing focused playstyle is largely BAD now.

And what support players queue up for the role hoping for gameplay where damaging is the best support for the team? And healing (your main focus) is sporadically and frequently massively less effective? That’s not very fun. I’d like to heal you as Ana, but you see, I can’t save you, but I COULD shoot them with you and save you that way…

People have joked “5v5 should just be rein and the other players pick either soldier or illari” and it’s unfortunately sickeningly true most of the time. Dps players don’t get healed enough and need biotic fields and support players are forced to dps a lot more than most find intuitive so need a pylon to do the “dirty work”.

It’s either the current dps passive, or they nerf healing across the board. At least with the dps passive, it makes dps a credible threat that a team can choose to prioritize instead of always going for the supports.

2 Likes

They don’t NEED to nerf healing across the board

They literally only need to nerf bap/Ana/kiri healing. And if they really wanna, they can make thei healing easier to apply as compensation. But they were the only ones ever problematic.

If you weren’t killing people through zen orb/inspire/lucio hell even mercy or life weavers paltry 55ish Hp, it’s absolutely because you were missing, not because they healed too much.

But bap and Ana’s severe blasts of heals doing upwards of 70 hps at range + nade/regen burst and kiriko 110 Hp healing burst Ofuda instantly turning the tide of a duel to as another story. Nerfing burst heals was reasonable. Still is.

Nerfing ALL heals because of those hero’s is stupid and just turns weak healing almsot entirely irrelevant and turns medium rare healing focused hero’s entirely obsolete.

Examples of what would work way better for the game-
Ana healing → 50 burst, 20 hps over 2 seconds. Consecutive shots reset the lingering heal, they don’t stack.

Bap- reduced heal to 55 contact, 40 splash- increase radius of splash by 25%. Nerf regen burst by around 25% and reduce the cooldown by around 3 seconds.

Kiriko- change Ofuda to be much more generous to apply (reduce aim requirement a bit), speed the tags up significantly and make her throw them all at once in more of a wave than a stream, and heal a burst of say 80 ish, but give her a larger delay between them where she must do other things while her tags restore. This burst would still be strong but would be less than a fat 110, and would open up opportunity to kunai more.

2 Likes

Actually no. First of all they already nerfed healing across the board by increasing everyone’s HP and projectile sizes (easier shots → more damage, but healing isn’t easier to hit because it never was hard to hit), second of all they only have to nerf some healing on some characters. Most supports are very much fine in terms of healing, there are just a few outliers.

They could also get rid of the support passive on top of that which would lead to supports like Ana having to use her nade as a self-heal more often or require healing from another support which would take away healing resources from other people.

1 Like

They wanted to nerf actual healing no matter what, and they went with a more interactive method. If they didn’t do the dps passive, they would’ve went with something else.

Hence:

they only have to nerf some healing on some characters

This could’ve been “something else”, which would likely have been healthier.

1 Like

“We’ve also added a new passive to the Damage Role that decreases healing done to players that they’ve damaged recently. The idea here is to give Damage players an increased ability to secure kills as well as to mitigate the abilities of Support heroes to keep targets alive. This should also give Damage heroes an advantage when facing off against Supports.”

It’s not just for nerfing healing.

1 Like

i am good with the passive: it make Pharmercy less terrible to face in some case.

Everything mentioned there would be accomplished with say… buffing projectile sizes so that realistic TTKs we’re much easier to accomplish?

Oh they did that AND the dps passive… and as most supports and ranks have said non stop, it’s entirely too much.

There are even dps players complaining sometimes, at least when they finally remove their head from their *** and understand that most of the time the issue isn’t “I’m not being healed!” But rather your support cannot heal you a useful amount in combat anymore.

I think the biggest problem with the healing nerf is the impact it has on a support players ability to successfully TRIAGE their team in combat. You now have to entirely dedicate to someone to keep them alive, and even then it doesn’t always work well.

So dps players feel like they are neglected because their supports have far less moments of “ok he’s good now I’ll heal her instead”, trying to juggle peeling for their co support while also fending off flankers and positioning around the enemy hitscan, a good support can also manage to heal key targets switching their priority rapidly as combat necessitates.

NOT anymore. Now you flatly attach to one person until they are out of combat or they definitely will die…

Do people not understand how much this sucks for every player? Now everyone is constantly waiting for heals that likely won’t save you. After 6+ years of playing a version of overwatch where a dedicated support was an asset in combat, now they are objectively more useful as artillery support in combat and only healing outside of combat unless you are the tank.

2 Likes