Suggestion: Game tweaks to make tanks and healers as fun and rewarding as DPS heroes

Healing ramp up for Mercy would actually be great. It dampens her previously perceived OP healing but still allows her to keep one team mate alive if investing resources into them (rn it feels like she cannot keep anyone alive even through a low-damage enemy support like Brig or Moira).

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Game really could use these changes. Would like to be able to see some proper statistics of myself, my teammates and enemies as well.

Medals don’t really say how you performed as a teammate. You can have all gold dmg medals, but still losing fights or game cause you might be doing your job/role poorly. Which is why I’d like to see better statistics of not only myself but other people in the same match as well.

The overall thing in your career profile is just not that useful. Heck I barely even watch anything there cause I feel like most of it is pretty useless information.

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How about giving main tanks a flat 50% CC duration reduction? boops and stuns.

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Great post. I agree with most points. I only think that Overwatch DEVs keep nerfing supports to the point that they are not fun to play anymore (Mercy is the best example, no more huge resurrections). Me as a support main, primarily ana and lucio atm I am starting to swap to dps more often. Supports are not like they used to be. Lucio is still fun, they haven’t ruined him (yet)

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Very interesting. I found this post good to ready because it’s true that most people just want to take DPS because it’s an FPS game.

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if you give tanks too many answers to their counters you’ll just force the game into 3+ tank meta’s with big bursty AoE supports keeping them all alive, Like Moira.

This is much simpler than this:

  1. The goal of the game is to kill the opponent. DPS being the best at this grant them the first role. Everyone wants to be the star!
  2. Consequently Tank/Support plays vital but secondary roles. Tanks create needed space, support grant needed time for the DPS to operate.
  3. This forum is always wrongly suggesting that to “carry” games you have to play DPS.

Mix the above three and you get the all DPS mess we live in.

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This is true. We should begin advocating for players to main heroes such as Winston. He kills opponents while filling a vital role and can carry games with ease.

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You get defensive assists when someone secures a kill while you were healing them. That’s not the same as trying to create some kind of UI indicator to give feedback for saving a teammate’s life.

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Fixed 12s intervals?? That explains so much.

Do you happen to have a source for that info? I’ve never heard it before.

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The goal of the game is not to kill the opponent. It’s an objective-based game. The goal is to complete the objective (or to prevent the enemy from completing the objective).

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And you do both in killing the ennemy!

Of course there is some degree of subtletly depending of the objective, but in the end this is about killing the other guy! Do not pretend you do not know what I mean…

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Healing a teammate back from Crit should be a stat. You should get a Save for that, and a chime and a little heart (or something) like the skull you get for a Final Blow

This is a really good idea! I think saves could also be extended to the case where tanks use defensive abilities (e.g. defense matrix, bubble, shields) to prevent damage that would otherwise have been lethal.

Obviously tanks are going to get less saves than supports, so there’s probably room for another reward mechanic for tank play there. Since taking and holding space is an important part of tank play, that seems like the thing to incentivize. The most simultaneously compelling and viable way I can think of to do that would be to extend the assist mechanic so that tanks get assists when their teammates within 5-10m get elims. That would provide positive feedback for creating useful space for your teammates in a measurable way.

When taken together, I think those two feedback mechanisms would go a long way toward making tanks and supports more fun to play. I think they might even help address some of the other issues you mentioned with the existing recognition systems, because saves and (space-based) assists would be worth fire, create new card stats possibilities, and contribute to POTG credit.

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100% agree, Overwatch would be much more fun If people had stop playing dps only. It’s team game afterall.

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That’s not a defensive assist. A defensive assist is simply when your heal target gets a kill. An offensive assist is when the target of a non-healing support ability (e.g. sleep, anti-heal, discord, speed boost, shield bash, damage boost, nano) is involved in a kill. The edge case here is Lucio – he only gets assists for healing/speed boosting done while amped, I believe.

For example, as Zenyatta, if you give McCree a harmony orb and he gets a quad with Deadeye, that’s 4 defensive assists to you, even if he took no damage at all in the process. If you had discord on one of his targets, that’s also a single offensive assist to you.

(This is why Brigitte tends to rake in tons of defensive assists – Inspire is easy mode for this.)

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yeah this game is not really an objective based game, but if i were to be honest…

2cp : killing >>> playing the objective
koth: killing >>> playing the objective
escort: killing > playing the objective.

The problem is that while contesting well or being quick to kill things on the objective does far too little compared to ensuring that the team fight is eventually won. Getting the right kills on the right people so that the team fight is taken tends to be more important than staying on objective, fighting for objective space, or killing people who are on the objective.

even if you push an extra 15 meters every push from good objective play…if the enemy get one more full wipe, the objective timers and push speed far favors that

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Wait, you think people instalock DPS heroes because of how the game keeps statistics? :joy: This is so wrong all I can do is laugh.

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It hurts my brain that people actually think Junkrat is balanced now. Besides that the entirety of the post is something I’ve already known for a while. So reading it was one of those “duh captain obvious” wastes of my time reading it.

Yup, MT and main healers aren’t all that fun, aside from Ana. That’s why I just DPS now. I had someone comment last night “14 hour D.va on Hanzo…”.

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So this is a very thought out post that you have made, you took the time to format it, so I’m going to take the time to reply and hopefully devs take the time to read your post and mine, so I have a few suggestions of my own that address your concern with the UI feed and CC and counter play.

Starting with Hanzo, Hanzo had one ability that killed whatever you aimed at in general vicinity and required no aim ( scatter arrow ), and the devs replaced that ability with another ability that does the exact same thing, kills people where you generally aim and hold left click, something will die, storm arrow should go in my opinion, and instead we give Hanzo a new ability Called ‘Shadow bomb’, Hanzo already has a pouch on his skin on the left side of his belt, its about time we utilized those, he throws a smoke bomb onto the ground and makes a small area of effect gray smoke, as long as any allies that are in that smoke radius will not have red outlines on their models and if enemies enter the smoke their display will be gray, when allies enter it, they will be able to see enemy models glow in green like eagle vision from assassins creed xD, and Hanzo’s Sonic arrow and widow maker’s ulti would not reveal enemies inside the radius of the Bomb, I also don’t believe Snipers should have less than 200 HP, tracer is hard to catch so shes got 150, snipers have infinite range so they should maybe have 175 HP? (not talking about reducing Ana’s HP), but you guys probably disagree with me on this one.

Second suggestion is to make Zarya’s bubble be able to debuff disables when its cast, so if my rein is shattered by the enemy rein, and I bubble him, the stun ends, same goes for nade, if the ally is being pulled by Orisa’s CC and mid pull I cast bubble on the ally the pull ends and so on and balance zarya around this(tweak barrier maybe IDK).

The third suggestion I think should definitely be integrated into the game and DOTA2 already uses it is that when you hold Alt and and press ability button, in the chat it says the remaining cooldown of that ability, for example “-3 secs on Zarya bubble” and also add a time stamp on the chat log for every message posted so at 11:30:25 pm X said Y, and also add seconds to the time on the top right hand corner of the screen, so that people can track cooldowns of the ability using the Clock and the chat log,

Finally the fourth suggestion that I think would increase the quality of ranked games: Introduce a check box in settings which is checked by default, which when enabled would automatically join the team chat regardless of you being in the group chat, basically team chat will become higher priority, I think people don’t go through the trouble of rejoining team chat or forget about it, or just don’t care, this would help, really sorry about the format, I suck at that.