Season 9 DPS and Tank passives. What are we getting?

Let’s think what we can expect from these changes

But first, it is very important to always keep in mind, that Overwatch is a very fast paced FPS.
It’s the nature of its gameplay.

You are moving, and doing things, all the time.

The opposite side from the spectrum, would be games like Counter Strike.
Or Valorant. Where I can camp the same corner for 20 minutes. And god forgives, 40 minutes, I believe; as the maximum duration for a single match.

Last thing before going into details, is understanding the sole purpose of each role:

Tanks contest any given space.
DPS create threats for the enemy.
Supports keep other roles active by enabling teammates.

Now we could argue that the last heroes added to the roster happened to be a graceful touch for main DPS.

As a bad performing Illari, would have twice her healing, as damage, just like a Mauga could end up with a ridiculous amount of numbers; but still losing the game due to not fulfilling its role.

And for what’s next, understanding roles, is key.

Let’s start with DPS:
I know some people are thinking they are going to run around while self regenerating none stop… and punishing supports! But let’s try to focus and treat game design in a more mature way xD

You are Ashe vs Cassidy

What set of rules you create for rewarding peeking out of cover, and getting the elim?
You have no supports or healthpacks around.
The average situation for DPS. Because you suck at positioning xD

What set of rules you create for rewarding peeking out of cover, and getting the elim?

Allowing them to self heal without restrictions, in my opinion, would be a catastrophy.

Not only they would take 1 or 2 shots after reaching full health, but it would be a complete disaster for the gameplay; for the very nature of Overwatch’s gameplay.

Because no one would ever die.
And what could be worse, it could incite the introduction of more, one shots.

But… we already know that DPS are getting a diminished version from Support’s passive.

So, my set of rules, to keep both Cassidy and Ashe engaged in that fight, are going to be:

.Passive can only be triggered once, after respawning, or getting an elimination
.It can only activate itself after not taking damage for 4 seconds
.Receiving heals from any external source, before the elapsed time of being out of combat for those 4 seconds, will prevent the self activation of the passive
.It will only trigger under a threshold of 20% of the players hp
.The regen will be capped at the same theshold %, at X hit points per second

I know patch notes can be hard some times, but one thing I learned from WoW, is that 1% of anything, is better than no porcent of everything.

So basically something of benefit, is a benefit.

With this rules I can make sure Ashe and Cassidy have a second chance, and most important, they both have an incentive for peeking out and shooting eachother.

But it is true that some some heroes will be more pleased than other.
And like other passives, saying that Ashe benefits more from Faster Reloading, than Hanzo, well, lets just say that Hanzo has no consumable resources to begin with.

So… Widowmaker can turn out being the big winner from this conditions.
Mostly because of the timing of her playing style.

In the other hand, 20% from 175hp, doesn’t have the same effect for Reaper’s 250hp.

And while both characters can easily remain out of combat for 4 seconds, other heroes can become a real problem when stacking regen effects, such as Mai.
Mei could come out of Iceblock fully restored.

And for this issue, I think that introducing another variables such as a negative conversion from health pools, would be viable for all characters.

.200 hp characters are now the base convertion for triggering passive when out of combat, for 4 seconds
.Any difference from that health pool, becomes a multiplier, increasing the time for activating regeneration

What’s lying behind this last rules, is that how much health a character has, is already telling you what that character can do.

Reaper is a brawler. So is Mei.
Tracer has 150hp, but she is one of the highest mobility heroes in the game.
Widowmaker is sitting at 175hp, but she can shoot you from the depths of Narnia.

And this is the reason why I believe that those heroes that can easily disengage from battle, should have a differentiated adjustment from the passive.

And when everything was looking so well… Sombra came along xD
Its just a bad rework. That’s about it.
And the passive is going to make it even worst.

I understand that OW1 gameplay was too tactical for the average player from OW2, but I don’t feel that making her more commited to battle, at this level at least, was the right choice.

Sombra is completely unique.
Not only we didn’t need another Tracer, with afk elims, but the new playing style makes so much sense for the character, as giving Hammond a giant shield next patch, and reducing his movement by 40% in a future rework.

We don’t need more characters to look all the same.
What makes Overwatch unique, is that every hero is completely singular in its own design.

Anyways

TL;DR
DPS gets 1 charge for free. If they want more, then you have to earn it

Tanks:
Ah Samito, I can defend 6v6 for many good reasons, despite the Devs having very good ones for moving towards 5v5, but ranting about how having 1 more player, deployed in the game, a Tank nonetheless, which soaks every incoming threat from the enemy, while claiming 6v6 had “less denial of abilities”…

…yeah. Let’s just continue xD

Despite DPS receiving all the hype for this changes, I think it is Tanks what we should fear most about next patch.

And they should most definitely have a tailor made passive, while considering it can easily turn into thin ice.

Our corner stones for this segment are going to be Doomfist and Hammond.

Same criteria.
How easily and for how long, can this characters disengage from battle, while remaining effective for the duration of the encounter.

We want to aid them to come back quick and rejoin the teamfight, but we still want to see Hammond rolling from one healthpack to another.

Is not about the character design, but the gamesense and knowledge of the player behind Hammond, to know where are his valuable resources situated around the map.

Plus, he has a f ton of health xD

So let’s see if the same principles apply:

.Passive can only be triggered once, after respawning, or getting an elimination :white_check_mark: or assist
.It can only activate itself after not taking damage for 4 seconds :white_check_mark:
.Receiving heals from any external source, before the elapsed time of being out of combat for those 4 seconds, will prevent the self activation of the passive :x: (full bypass)
.It will only trigger under a threshold of 20% of the players hp :white_check_mark:
.The regen will be capped at the same theshold %, at X hit points per second :white_check_mark:

.200 hp is now the base convertion for triggering passive when out of combat, for 4 seconds, :drum: (needs a Rein of some sort for stablishing an HP middle ground for all Tanks)
.Any difference from that health pool, becomes a multiplier, increasing the time for activating regeneration :white_check_mark: :white_check_mark:

Note:
I know the rules may sound over complicated, and they probably are, but no Support thinkgs about the passive when in middle of a fight.
Just like no Tank thinks about having resistance to pushbacks.

In the end everything becomes a muscle memory reaction.

Now what’s trully important here, is that the essence of the game, remains.

Overwatch is not going to succeed for becoming a Valorant with cool voice lines and amazing character interactions.

Every role needs to keep doing their job

Let me know what you think

What rules did you like. What other you don’t

What would you change, or whatever other different mechanics you came up with

Sombra

Passive won’t activate while she is invisible

Just like going out of Stealth is required for pushing payload, controlling point, or escorting robot

:man_dancing:

Well how about this:

I did feel pretty silly when first thought it was an official patch note lol

I’m going to check it out in a few mins