Yeah, nothing here stated is wrong.
What to be concerned about is more about… trend and proportionality. Sure if the two of you go in and kill the target, you’ve done good a job. If your ally dies and you still managed to kill that target, you didn’t really gain an advantage here, because you just traded (and yeah, there’s more nuance here). And if that keeps happening, you’re not really gaining an edge.
Above everything else, getting elimination is a ton of value - it puts your team in power with the advantage. Every trade though, is more of an equalizer, and never getting an edge (but still controlling the objective), can still lead to a win.
But if you’re not able to control the objective, and you keep making trades instead advantageous wins, your value starts to dwindle, and for anyone that isn’t solely dedicated to damage, that can be a problem.
And most players aren’t going to recognize this in casual play, but we could still encourage or reward/benefit/teach players how to make advantageous wins.
Probably not the best way to argue this. More or less, I’m thinking of ways of trying to encourage more teamwork and trying think of ways that, not necessarily discourages certain actions, but that not every action is equal.
This is false. Mercy is the only one who has this choice, and is largely rewarded for favoring healing/damage boosting over doing other things. Mathematically, it is possible to prove situations where Mercy can be a better assistance to dealing damage over damage-boosting simply based accuracy of the allied player and the Mercy player.
They already did. Overwhelmingly saving lives benefits. You maintain a level of power by keeping the team alive, rather than having them take down time. Support ultimates further encourages this and rewards appropriately.
Except they already have and they are very successful at this. The above statement is false.
Again this is false.
Again, false. Sound Barrier, Soundwave, Wallride, Guardian Angel/Valkyrie and Recovery Passive, Transcendence, Sleep Dart, Immortality Field, Fade, Coalescence all are powerful tools for healing and defense.
False, again. She is helping damage-role heroes by Damage-boosting. She is helping Damage-role heroes by attacking with her pistol in Valkyrie form or not. She’s not going to do both at the same time, but she will benefit greatly by doing, either.
They are to.
False.
Pretty sure many can.
Here’s some anecdotal evidence:
Actually it is, because they’re the only ones that can heal others as a primary responsibility and every support has at least two forms of healing and every support has area effect healing.
Were this not to be true, there would be supports that could not heal, cut downtimes, or otherwise assist the team in defense.
It less about Moira doing damage, but more about Moira being within 5 meters in front of Tank trying to suck them dry, or tossing Biotic Damage Orbs all game, or having a very low healing totals.
Or using Coalescence to kill targets, failing, and not using it in conjunction with their team pushes to keep them alive.
It’s basically the same problem when Lucio’s tend to use Sound Barrier the moment it is available instead of using it to defend against a Death Blossom or Rip-tire or Tactical Visor.
Easily teachable elements, that are not taught, or at least recognizable. More pro players know how to balance between the two, others do not. And tutorials would help with that in recognizing situations where it helps.