Currently, Damage outweighs healing by a drastic amount. Mercy having the highest healing average in the game only makes up 12% of the damage done in an average game. She does 20% if you factor in the tanks in the game blocking damage by shield. But this still means that, out of all the damage that needs to be healed, Mercy is only healing 1/5 of that damage. Adding Zenyatta into the mix will change it to 1/4 of the total damage needing to be healed. This is drastically low. A primary healer such as Ana, Moira or Mercy should be healing near 30%-35% per game on average. While secondary healers should be healing for 20%-25% of the damage that needs to be healed.
Right now, because of the low level of healing, in comparison to the overall damage being done per game, it is causing supports to be pick based on how well they compliment other DPS at doing damage. This is why Zenyatta + Mercy has been a running duo for a very long time. Because Heals do not prevent a loss, killing the other enemies prevents a loss. So whoever is better at doing that wins. This is not to be confused, heals should be less than damage! However, the gap is to large right now making heals a complete null factor when deciding team Comps. The best way to break the meta cycle is to make secondary supports more comparable to Primary supports in terms of healing output and the addition of Damage resistance to some support tool kits to create for more combination of Support + DPS and Support + Tank synergy. Making other supports good enough to compensate for the fact that they do not have Rez is extremely important to permanently end the cycle of meta in overwatch. My hypothesis is, if another duo existed that countered Pharmercy? Would Pharmercy really be that OP? On console? What if an infinite number of support + DPS synergies were available? What would be Meta at that point, if everything had a counter?
Here is what I propose and why!
- Biotic grenade no longer does damage or debuffs enemies.
- Biotic grenade now has 7 second cooldown, down from 10 seconds.
- Biotic grenade duration up to 5 seconds, down from 4 seconds.
- Biotic grenade now applies 15% damage bonus to allies for the duration.
- Biotic grenade now also applies 15hps for its duration, total 75 health.
- Biotic grenade now travels through enemy barriers.
Ana’s primary issue is her inability to heal through enemy barriers, this new biotic grenade allows her to heal through shields and the heal overtime gives her the time to change to a more advantageous position while still giving her team additional heals and support with Damage buff. This still requires aim and understanding of trajectory making it a skill play which is exactly what Ana is. All of these buffs to Biotic Grenade stand to compensate for the fact that she can no longer damage and debuff. Making Ana a much more consistent primary support.
- Repair pack health recovery reduced from 150Hp to 100hp
- Repair pack cooldown reduced to 4 seconds.
- Repair pack now gives 10% damage resistance to the target for its duration.
- Repair pack now travels 80mps up from 30mps.
- Inspire now heals for 22hps up from 16hps.
Brigitte’s offensive tool kit has consistently been nerfed, along with her ultimate ability which counts as her utility. These changes would allow her to be a more consistent support pick and increase her utility in a non-offensive manner. The additions to Repair pack allow her to more consistently heal fellow teammates increasing her overall consistency as a anti-dive support.
- Crossfade aura healing increased from 16hps to 20hps
- Sound barrier total duration increased from 6.5 seconds to 8 seconds.
While Lucio’s utility is extremely high, but he still cannot compete with the utility of Rez. Increasing his healing allows him to be equally strong in both utility and healing. Increasing the duration of Sound barrier will also give him more control at handling other offensive ultimate abilities such as Rocket Barrage and Deathblossom. Making him a much more consistent pick as a utility support.
- Regeneration Passive removed. Will only be available during Valkyrie mode.
- New passive applies a 10% Damage reduction to her healing tether, does not include damage amp. This also does not apply to the multi tethers during Valkyrie mode.
While Mercy is currently the most played support, her passive ability Regeneration opens the door for her to utilize her superior mobility as a means to regain health which then opens the door and possibility for her to solo heal. Removing Regeneration still keeps her as a very powerful healer, that is also dependent making it much more risky to play her as a solo support. This will serve to make Mercy still a consistent pick, but move her to be more of a utility support.
- Healing orb travel max speed increased to 40mps up from 20mps. Orb will still slow down while healing a target.
Moira is the only healer in this game, in my opinion, that is complete. But, increasing her Healing orb speed to compensate for her no longer being able to heal through enemy barriers is a much needed quality of life change to increase her flexibility and consistency as primary healer.
- Charge Volley alternative fire removed.
- Primary fire damage increased from 46 to 50.
- Reload speed increased to 1.25 down from 2 seconds.
- Primary fire travel speed increased to 85mps, up from 60mps.
- New AOE stun ability added with a 4 meter radius around Zenyatta.
- New ability does 30 damage and has a 12 second cooldown.
- Harmony orb now heals for 40hps up from 30hps.
- Harmony orb now applies 10% Damage resistance.
While Zenyatta is a damage dealing support Hybrid his lack of mobility does not give him the opportunity to do as much damage. While his alternative fires only utility was bursting down targets out of position. Removing his alternative fire to create room for a defensive ability to assist with his vulnerability allows for him to more easily contest characters who must enter this range while also being able to use it in an offensive manner but at the cost of him making himself an easier target. Buffs to his primary fire and reload are to give him a much higher consistent damage while lowering the burst damage. This serves to keep him at the same spot in terms of raw damage. While also giving him a tool to challenge other characters who need to enter close proximity to him, much like all other supports without mobility. Lastly, increase to his heals are to make him much closer to other secondary supports in terms of relative heal power and damage.
In an average game total damage done is 85k of that 23k is blocked by shield and an additional 19k is healed. 19k:85k leaving 43k damage left to harm teammates. This number should not be so high on any average. Low healing is a true problem for Overwatch and is what is causing the cycle of Meta. The Developers seem to only fix characters to fix a pick rate issue, when the true issue is that heal do not mean anything, therefor characters who rely on utility are drastically worse in this game.
The new addition of Damage resistances is there to put more pressure on DPS and discourage them to not kill though heals, but instead kill the healers themselves. This does not mean it is not doable, if they land every headshot on the target that x2 value will easily out weigh the 10% damage resistance. As a result, this increases the value of heals overall without directly buffing primary healers heal power, and forces more attention onto supports and makes protecting supports all that more important. Primarily these changes serve to close the gap between heals and damage. Which will allow for more viable healer combinations, with more healer combination you can create more synergies between supports + DPS and Supports + Tanks. With this style of play, more things like Pharmercy will be introduced into the game. Instead of nerfing Pharmercy, this will 100% add a counter to it! Plus an infinite amount of possible synergistic combinations in the game.
All numerical values and data I got from Overbuff and Overwatch guide.