Im referring to ADC carries where apparently they are the primary targets of the enemy due to low HP and no defensive capability.
Why would we make supports jobs harder when the dps in all other mobas really don’t care if they have the pressure of being the primary target because they don’t have any other pressures?
Of course pairing support and dps together would mean tanks have their own way to heal themselves I believe, I don’t really know.
Are you a support player?
If im not the primary target it means im not sustaining my team. If I am not sustaining my team then why am I playing support over dps?
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I’m a support main. And this isn’t a moba
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Closest Ive gotten to a moba is watching Arcane on Netflix. Well, the first season on Netflix, bc for the 2nd season I put on a funny hat and got on a boat.
Supports in MOBAs tend to fall off as sources of sustain and defense, unlike OW’s. Most of the time their scalings are trash compared to damage dealers.
As others have pointed out, Overwatch isn’t a MOBA.
But, maybe we should probably establish some key points here about MOBAs that differ from Overwatch.
The most important being that the ADC carry’s health pool, isn’t so drastically different from the rest of the team’s. Relatively-speaking, most of the MOBA team’s healthpools are not sitting two or three times lower or higher than the rest of the team’s. Thus, it isn’t a difficult prospect to sustaining the team’s health against an offensive line.
Secondly - and this extends from the first point - most of the team is divided up in specific lanes, managing and sustaining specific traffic into the enemy team. It’s not the sole support’s job to sustain the team, but everyone in the team’s job to sustain their lane and manage the traffic. Thus, you aren’t in constant danger of dying, and are being reinforced by the traffic on your lane to sustain you, and keep you alive, without the need or the necessity of healing constantly being applied.
Thirdly. MOBAs have core systems that aren’t exclusive to a singular role. Everyone carries passive armor; everyone carries passive magic or damage resistance; and certain mechanics, such as bonus health, shields, etc. aren’t necessarily exclusive to a specific role, but could be to certain heroes.
Everything in Overwatch is built around the Tank-role. The passives, the barriers, the armor, the overhealth, the damage resistance; it’s all built for the Tanks. That is the reality. MOBAs typically don’t give every crowd control ability or limit area-effect damage to a singular role. And many MOBAs have had problems with their Tanks as well, along with their item lists. MOBAs don’t mandate healing as a requirement for any support-units, either. You can play entire games without any healing in an MOBA from dedicated healer, too. You cannot do that in Overwatch; every Support has to be able to heal, and every Support comes with two healing abilities.
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Because I like to lock in the Zenyatta and roll a lot of bad genji mains who decide to dash straight at me expecting an easy kill but eat 5 orbs to the face instead
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i explain it in the body text which is beyond the title.
what does ow not being a moba have to do with stealing some of their ideas?
this isnt a rpg and yet we have the tank/ dps/ support system from wow.
im not talking about differences, im talking about what we can take that is better than what we have.
The only thing you said is
Why am I queing for a role that follows a dps and does next to nothing when I can Que dps and do something.
i didnt say supports can do nothing but heal.
okay, noone said you cant do that.
Neither did I. Can you explain what would be the appeal of playing support in a game where the support you provide is negligible enough that you arent a priority target?
because the dps would be easier to kill with no escapes, no stuns and no sustain.