Can we have a Support with an ability that when cast on an ally, it sets a threshold on their current health, making it so that they cannot go beyond minimum HP(1hp) for a period of time(5-6s), in which for the duration of the effect, any incoming damage on that player, will start counting as a Negative Healthpool
From there the mechanic is pretty much straight forward
If the supports can Outheal the damage from that negative hp pool before the effect wears off, the player lives
If not…
So, good? no?
I feel like this mechanics could have potential as part of an entire character design if for example, paired together with the Mercy ability we saw on Mirrorwatch when detonating the lingering souls of fallen allies
OW is too fast to have a hero be unkillable for several seconds when the only counter to such an effect is cc, and I don’t want more cc. Even if they can die at the end of the effect, having something like an unstoppable Genji or Reaper or Pharah for an entire ult doesn’t sound fun to deal with. The only reason lamp lasts as long as it does is because you can shoot it to end it early and it’s stationary.
But drone can affect all the allies within its area, regardless of any damage they take
This ability would be only affecting 1 player at all times, and any damage taken that isn’t outhealed immediately, will result in the death of that player
I think it feels pretty fair if compared to people shooting at nothing beneath Baptiste’s Drone
Difference is the limitations to those powerful abilities:
Lamp only protects a local area and can be destroyed, limiting its potential. Stepping out of the AoE or the Lamp getting destroyed immediately ENDS the effect. Moves that multi-target are effective at damaging lamp and enemies inside it so they can get steamrolled within one action. Booping enemies away from the AoE is also effective.
Suzu has a VERY short duration once activated, making it more of a prediction tool than a reactive one.
This ability has no downsides. Just activate, have ally go out to do what they need to then return to backline to heal off negative HP. If Tracer wasn’t hard enough to deal with now, this ability will make her a Universe Level threat.
Example:
Put ability on Tracer
She dashes in taking some damage
Takes time to aim Pulse bomb on key target, taking insane amounts of Damage
Target blows up
“Don’t worry, everyone. She cannot be healed enough to survive!”
RECALL!! ALL DAMAGE TAKEN REMOVED!
Dash to backline to heal off trivial amount of damage
Already in the game, it’s called Immortality Field.
It would automatically be inferior to Immortality Field.
It does have some downsides, the problem is, it’s already going to be inferior to Immortality Field, and Immortality Field is already inferior to Sound Barrier and Rally.
Maybe on an ultimate, but never on a regular ability.
Unconditional anti-death for 5 seconds is much stronger than you think, especially when combined with other abilities. Imagine an unstoppable blade, barrage, or even base Tracer.
Abilities should always be inferior to ultimates. If abilities were stronger than their ultimate counterparts, the game would be a complete dumpster fire.
I had an idea a few years ago where nano’s damage amp was reduced and a heal over time effect was added, something like 15-20 per second for the duration (remember that nano reduces damage taken by half, so 15-20 hps would effectively be 30-40). Reduces the number of broken damage thresholds but makes them much more likely to survive the entire ult. Makes more sense these days with the hp increases already removing a lot of them anyway.