The DMG Values of supports Creeping Higher?

As the game gets more tanky overall, it’s weird that we are seeing supports get more damage to “keep up”. What about the actual DPS heroes?

Kiri’s kunai doing 60 to the body and back to 120 at crit

Bap recoil reduction of 33%

Moira from 55 DPS to 60.

Zen from 58 per orb to 60.

Lucio dmg per bullet from 18 to 22.

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How do you swap from a DPS hero to a Support hero midgame?

https://www.youtube.com/clip/UgkxSOJfihJPYvG9VewjsuoHPdHdalhPdvV9

Because if they don’t. DPS heroes have 18 Choices, no more, no less. And not 43.

When you take away all the context it looks like powercreep. The context:

  • Kiriko fires Kunai slower than before, no longer two shots, and had her kunai hitbox nerfed multiple times
  • Zenyatta lost damage amplification on discord
  • Moira change is a revert to a damage nerf
  • Half of these were compensation for reduced support health
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Kinda my point though. Echo and Pharah got no compensation when their health fell to 225. Hanzo got no compensation (before they reverted the health change to 250).

Things are always changing in the game, but I just see this trend of the damage of supports increasing. While the damage of actual DPS heroes either stays the same, or is falling

Once again you’re leaving out context. Pharah was nerfed on the back of a rework that landed her hard meta, which involved many buffs to her effective damage and mobility. Echo got buffs to duplication health and duration in addition to her beam affecting targets at higher health.
Hanzo recieved buffs to his damage and got his health reduced.

Junkrat, Symmetra, Mei, and Sombra have all recieved damage buffs as well, not because of favoritism but because they needed them.

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Oh damn 60 dmg is really scary:)

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And DPS are still generally better at acquiring and confirming picks. So I’m not really seeing what the issue is. Supports have to do more damage now that there’s less tank peels than overwatch 1.

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The only one I see here as an issue is Bap’s. You don’t even have to control recoil until you’re beyond 25 meters because the projectiles are just that large. He was already one of the best 1v1 heroes in the game, plus having a bloated kit.

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Don’t forget, he gained an additional 10 boop damage when he was originally nerfed from 20 to 18. They then up his damage per shot to 22, which was even higher than what he had before plus they allowed him to keep his additional boop damage.

Now he’s capable of doing an additional 42 damage (32 per burst + boop) in total from last season, all for a micro-nerf of 25 hp.

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Which game are you playing that supports are better than DPS heroes?

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I’m not sure I’m understanding the question. I just said DPS heroes are better at doing damage and getting kills than supports

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Supports aren’t overall gaining more damage; the only instance you could really claim is one that you didn’t even mention: Illari existing at all.

Kiri literally was made more consistent rather than sticking to some stupid passive while still having a lower fire rate and losing the ability to two shot;

Bap is an outlier, but this isn’t a raw damage increase; (yes, I do see how it increases effective damage)

Moira’s TTK is still lower than before S9;

Zen’s damage increase also followed a nerf to discord iirc;

Lucio’s TTK is about the same as before S9 on squishies but his theoretical max damage per squishy is actually lower.

This is an absolutely massive nerf to any hero that isn’t always sitting 200m across the map lol

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People who have absolute zero understanding of Lucio gameplay will never realize that. All they see is 22 damage equals 44x4 + boop + melee = one shot.

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When I get the drop on a bap and he pops a lamp and kills me, it makes me wonder who is the dps at that point. Im ok with supports having damage but they gotta sacrifice healing to do so. The only balanced support in my eyes is zen, the dude sacrifices mobility and healing in order to dish out the same amount of damage as the dps role. I never understood why bap, moira, illari, kiri and now juno get to keep their damage despite having a ton of mobility and strong heals/ self sustain. That always rubbed me the wrong way

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You’re thinking of it in terms of 1v1, where Bap is really strong with all cooldowns.

But in actual gameplay the Bap has to use his cooldowns for others.

Timing is key.

No, even without the 1v1. When I play bap, I can actually 1v 2 other dps. It’s wild how bap can pull this off. Im not kidding, getting Gm on support was a breeze because I stuck to playing bap, kiri and zen.

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Sym got a damage buff? No baby girl she did not. It was taken back to nerf Mauga. Yes, to nerf Mauga.

Compared to PvE MMORPG tank/dps/healers, it’s inevitable all roles require 1v1 capability and thus require damage in PvP, and it’s even more prominent in a single tank format than in a multi-tank format.

Not when you have one of the most mobile kits in the game. Tack on to that the ability to passively heal, actively heal, and actively amp heal to make the 25 HP nerf practically non-existent.

I refuse to believe that you think that is a balanced nerf to the amount of buffs he’s received.

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But dps that got their hp nerfed did not get compensation buff for their dps tough

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