Revert the global regen passive nerf

I am a big fan of the 2 second regen passive because it allowed you to be less reliant on healthpacks and your supports. It allowed you to take chip damage without having too much downtime, but had enough downtime that it wasn’t consequence free. It was the perfect duration before- long enough that you can’t just hide and come back without down time or go behind a corner and be unable to be chased, but still short enough that you’re not stuck there afk waiting for the passive to kick in or for your support to finally notice you need healing.

I do not like having to rely on supports who have no idea what is going on around them. As support I also like the idea that the regen passive can kick in and heal someone who doesn’t need immediate aid. But this new passive just takes too long and it feels like it’s almost not even there. You’ve completely ruined it and it has negatively impacted my enjoyment of the game. Rarely did the regen passive annoy me when an enemy took advantage of it so I don’t even think it’s so strong that it needed nerfing. I played ow1 so it’s not like idk how to play without the passive- it’s just annoying.

4 Likes

I felt like something was wrong the last time I played. I didn’t know they actually nerfed it. Yeah, the original duration needs to come back.

5 Likes

What do you mean 2 seconds? It was 5s and went to 6s. Unless this post is specifically about supports, in which case pretty sure it was 2.5s, and now 3s.

2 Likes

Support passive kicked in the passive healing 3 seconds before the other roles. The passive regeneration for other roles was 5 seconds, so 2 seconds for support.

3 Likes

I feel like at 3 seconds it’s long enough to force Supports to have to make a choice to use their cooldowns on themselves instead of their team/the enemy 100% of the time. If they keep it at 3 seconds I would like self healing (and self healing only) from cooldown and ultimate usage to be unaffected by the DPS passive so they get full value after being wasted on self preservation.

1 Like

It was half the cd of the passive. So 2.5s. Unless they changed it sometime after s9, as the patch notes when they added the healing passive say support is 2.5s.

Well, dang. I guess I’m wrong.

Never felt like 2.5 seconds. Similar to Sombra’s hack lasting 1 second, but it feels like they immediately get to use abilities right after, I don’t know if there is a delay or not. Always felt like 2s.

I think it was 2s before the global healing passive was added. Could be wrong, but don’t care to dig into it.

oh hell naw

IIRC at one point in early OW2 it was 1s! That was a crazy time

I think it was 1.5 and then increase to 2. But I could be wrong on that :slight_smile: maybe that was in the beta before launch.

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Chip damage is not something most people give a damn about even before the passive. You want to get in get your kill as quickly as possible and get out. Usually with kill combo’s or focus fire.

Chip damage done in the meantime would 99% of the time just… get healed off by any number of infinite resources / AOE / long range / tools / pre-built in tools. If just not matter at all if it isn’t messing with the break points of how many resources are needed to pump into a given hero to kill.

With the passive it’s self mostly being for out of combat use, as 2 seconds is alot time and even it kicks in you still needs not to get hit for multiple seconds for it to even matter.

TLDR chip damage hasn’t mattered since like the early early days of OW release. Where people were not cordinated at all.

It was 3 seconds in beta 1, 1 second beta 2 on launch, nerfed gradually over time to 1.5 seconds, then 2, then 2.5, and finally back to 3.

3 Likes

Yeah, I kinda wish they didn’t mess with that either. It wasn’t really the problem.

1 Like

Also nerf Anti while you’re at it.

50% max, thanks!

Maybe I was wrong about the time. I forgot it is faster for supports. Either way I don’t like the nerf and felt like the timing of the passive was perfect before. You still had down time if you used it instead of a healthpack so it’s not like it was a broken advantage.

That is fair I suppose. They could keep it at 3 for supports. It’s on dps that the changes really bother me. And a lot of dps don’t have those same decisions to keep in mind of.

I already explained to you why you’re wrong in that other thread.

Yeah but after I get my kill and I’ve taken damage and there isn’t a healthpack super close it can come in handy. Yes ik it’s good to be near healthpacks but not every map makes that possible.

Yes exactly. That is why I think it was fine as it is and idk why they changed it.

Anti could be weaker just because Ana has so many strong things in her kit… Also, change her Nano perk to only nano herself when she uses it to nano herself. I have no idea what they were thinking giving one of the best support ults a huge buff like that.