The definition of passive is. . .

inert or quiescent.

So… The last and current attempts at dmg passives are not a passive ability. The healing passive is a true passive as it is always active while out of combat. Tanks having knockback resist without any activating condition is a true passive.

Why is it they keep designing dmg passives in a way where there is some activating source or condition that must be fulfilled in order to obtain this passive benefit?

Unless i have a genji blade or i am reloading a full clip on ashe i dont care about 2 seconds of move speed or reload speed. Hanzo doesnt reload. So… He doesnt get half of the “passive?”

A true passive that includes move speed and also nerfs the too powerful true version of a dmg passive in beta 1 would be to give 5-10% speed increase to dmg roles while out of combat. It doesnt have to be as generous as the support version. It could be 5 seconds out of combat is considered out of combat. This would work the same as supports passive but with speed. Hell you could do 5% speed and 10% reload while out of combat. I dont want to have to switch heroes to get a benefit or kills to get a 2 second buff that only some heroes benefit from. This is not how passives work.

Feel free to agree or argue with this but keep in mind theres nothing to argue with cause what i said is all fact and the small part that is an opinion wont be changed by any arguement. I want a true passive for dmg. Not a conditional buff. But last time i gave feedback and said junkerqueen needed a huge cd on shout they gave it decay lol. Same with my feedback for mercy jump. Apparently they need to fail a ton of time before they do the thing i said to do from the very start. At least im trying to put good ideas out there and make the game better even if no one listens and continuously makes it worse because of misplaced pride or arrogance.

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I also don’t like a conditional buffs because then it’s bordering close to a snowball mechanic and I don’t like snowball mechanics in OW. I also don’t think this one’s going to feel very good to play against, but we’ll c

Also, when they say passive, the definition is pretty vague. For example, exo boots is a passive for baptiste, but you directly activate it with crouch. Inspire is a passive for brigitte, but it’s indirectly activated every time you damage something. I think they just use it as a catch-all for “something unique to you that isn’t directly an ability or a resource”

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pretty sure the “passive” in this context just means the user doesnt physically control it and it functions on its own…perhaps a different word should be used instead :man_shrugging:

think the better question is why are dps getting a “passive”…the answer should not be “because we gave one to supports and tanks”…there was a reason for giving them one…underlying issues they were addressing…whats the issue youre addressing for dps???

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The inherent issue is that you think the definition of a passive ability is a synonym for the dictionary definition of passive. That is where your confusion is coming from and it is not consistent with Overwatch precedent where we have had plenty of conditional passive abilities.

I am not a master of definitions. I had an argument the other day with someone who also thought their opinion was a fact. Seems to be a common trend of people who jump to conclusions. I digress, in the context of Overwatch, passive means it is not on a cooldown. There you have it, hope that clears up why a conditional buff was chosen and your misplaced pride is not damaged.

OW plays by its own rules a bit regarding passive definitions, and they’re discussed a little in the wiki somewhere. There are two classes of OW passives: ‘button-press passives’ requiring a player action (Zen snap kick, Brig inspire) and true passives (Mercy regen, Rein CC redux).

I believe the one unifying rule is that the buff can’t occupy its own input, like Bap’s regen for instance. As long as it doesn’t have its own button (to proc the buff and do nothing else), OW considers it a “passive.”

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This is a very interesting question, but one I think there isn’t an easy answer to because of 2 conflicting reasons: DPS as a whole is the least impactful role overall and DPS is by FAR the most popular role.

Sure, DPS could use some boost as high level play is all about tank play and everything basically being immortal until JQ anti’s the crowd.

…but at the same time queue times absolutely must be strongly considered as it’ll never take off as a f2p game is half the time for casuals are spent in lobby.