Should there be "true damage" in Overwatch?

What I mean by “true damage” is a source of damage that can ignore the effects of shields, armor, immortality - damage that deals DIRECT damage to health itself.

Obviously it would have to be balanced accordingly, maybe as an ultimate for a gas-orientated hero, but perhaps it could work.

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I want it just for the concept

if it was something that occured in small windows like Hanzo Ult, Dva Ult, etc. sure. if it’ a perma thing on a hero then it would just be extremly OP, like soldier shotting itno a rein shield and it going through it and he just dies, lol?

Maybe as an ultimate but that’s it. Also as much as people would like it to, it won’t ignore something like immortality. It’s essentially designed to lock in their health bar. I can easily see something like this becoming a problem unless more heroes are added that either increase health or reduce damage from enemies.

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ignoring shields ofc, like AOE on the ground. Wouldn’t make sense to ignore immortalities though and I hate immortality.

At first I thought you meant this.

But then I read your post. As a tank main, this would make tanking feel even worse. The devs should only add something like this if they truly want to kill the game. Like if they are determined to set a record for the fastest exodus of tank players in the History of Overwatch then this is something they should do. Otherwise this concept should be burried in the deepest circle of hell where it belongs.

I think I’m okay with a specific damage type bypassing immortality effects, but my knee jerk response is “no, people die fast enough already”, so I don’t know. Maybe if this effect is limited to very specific ults? So, Hanzo’s ult would be a good candidate for it.

Also, I’d like it if this damage is referred to as “Almighty”, but I’m dramatic like that.

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No, because that would add even more powercreep to the game as the characters that have true make any hero that doesn’t have any one-shot burst potential irrelevant, which we’re already seeing with ana at high elo, who got her damage and nade dumpstered, and then they changed all the break points in the game without compensating her, it will throw the game’s balance completely out of wack, again, when this is already the most unbalanced season we’ve had in awhile to the point that tracer has a 75% pickrate in top 500

At first I was opposed to it bypassing immo but lamp having a counter besides strong displacements or “deal an addition 150 damage to a secondary target” would be nice.

Bap could still get value with his damage and AOE heals, he would just have to live without being able to hard counter yet another ult

This is completely ignoring that the True Damage could be low DPS or only tied to an ult/long cooldown. Nobody is suggesting like, an armor piercing Bastion.

what. what does Ana have to do with this

only like 3 characters got DPS buffs and two of them were Rein and Winston. Longer TTK that was the point of the patch.

it will throw the game’s balance completely out of wack, again, when this is already the most unbalanced season we’ve had in awhile to the point that tracer has a 75% pickrate in top 500

unbalanced and out of whack is when Ana isn’t Must-Pick for 1 season

Winston’s Tesla cannon already does most of this (only it doesn’t ignore immortality) if they where to add some more things like this, they would have to be in a similar vein (low sustained damage)

I think you’re misunderstanding. Winston ignores barriers (the kind of shield that isn’t part of HP) but still damages shields (the hero HP kind) and armor (just at the same rate as HP now).

OP’s version of true damage would ignore armor and shields and immo and directly attack white HP.

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Just dealing normal damage to armour is by definition ignoring it’s effect.

But if what you say is what op really means then my point still stands if they were to add it, it would have to be low sustained damage, high damage burst that ignores everything would be incredibly broken

That would make shields and armour a huge downside instead of an upside. You could kill Symmetra or Zenyatta with just 100 damage.

Players didn’t like these attributes when there were in Overwatch 1, so most of them have been removed or restrained.

Keep in mind that most Tanks are capable of ignoring most of the defenses that they themselves put up.

Immortality/Intangibility has been in existence since day one, and nothing in the game can remove the effect and isn’t likely to.

Hanzo’s Ultimate was a damage over time effect and ignored armor back in Overwatch 1. Most abilities did not have damage over time effects, with the exception of Ana and a small handful of abilities (Venom Mine, Dragonstrike, etc.) In Overwatch 2, as a matter of balance, damage over time effects are now affected by armor and are reduced accordingly.

Again, most of the defenses and defensive abilities produced by the game’s tanks, can easily be ignored by most Tanks as well. Secondly, we’ve had abilities in the game since Overwatch 1 that bypassed most defenses in the game, including (formerly) Ana’s primary fire, Ashe’s dynamite, and others.

Most of this is just false. Biotic Grenade’s damage was reduced prior to season 9’s patch, and recently improved.

Not exactly. Most Tanks didn’t see any changes to their breakpoints, and numbers were adjusted to make this clear. Certain heroes, notably those with beam weapons, had some minor adjustments to make their abilities fit within specific timings.

Winston’s Tesla is a beam weapon, and didn’t originally ignore armor, but does so today largely because of healing rates.

FWIW, Winston still continues to have very strong area effect damage with his Tesla Cannon. Additionally, Symmetra used to have piercing orbs, in the same vein as Reinhardt’s Firestrike, and Ramattra’s Pummel.

True Damage would still be attacking all different types of base health, but wouldn’t be affected by their perks or benefits (such as damage reduction). The only thing that could be ignored would possibly be Overhealth, which is a temporary status and bonus health at fixed maximums depending on the hero.

The thing is Armor doesn’t reduce enough damage for it to be a big hindrance and Shields already melt if all 5 of your allies focus fire on them.
If both were as significant as needed for this concept, Reinhart would be the Best Tank in the entire game since launch.

It wouldn’t be effective on tanks with health pools. Its mostly just to counter immortality effects

am i stupid or does winston’s tesla cannon not deal damage both through barriers, deflects, and absorptions while also ignoring armor damage reductions?

that honestly sounds like what railgun for souj should’ve been but instead its just a budget widow headshot. The whole point of rail I thought was that it could pierce anything. and would counter all the old stuff like brig rally, doom/lucio overshields etc

Winston already does this besides ignoring immort but Bliz said that they aim to keep immorts in check.

No, anything that ignores armors damage reduction or immortality effects sounds bad for the game to me. I don’t like it.