Got burned by an Ashe, retreated behind cover to not get shot, could barely be healed because the DoT was still ticking and still applying the -15% Tank healing received.
The Dynamite explosion is fair game, but that burn? Imagine if Moira’s orb could keep ticking anti-heal onto you? That would suck to have to deal with.
Also Anran is likely going to be a DPS and she attacks with fire so it’d be like having a Mauga who can apply burn on primary fire, but this burn gives you 30% anti-heal because she hit you once 7 seconds ago.
Edit: Ok, people seem to think that I'm complaining about the damage from the burn and maybe dying because my Supports couldn't out-heal it.
That is not my point.
My point is I am spending 15% longer getting healed before I can reenter the fight than I should be despite having lost LoS to that Ashe 7 seconds ago, as her constantly ticking burn is constantly reapplying anti-heal. This effect is even worse on non-Tanks.
And no, I didn't have 1 of 2 characters on my team who can cleanse burns, nor should I require an entire character who's entire purpose is to put me out.
And again, Anran, an upcoming hero who is 110% going to be a DPS and her entire everything revolves around fire, will be able to apply 15-30% anti-heal to everyone she breathes on that lasts up to 7 seconds since she last hit them unless you waste an ability to self-cleanse, go searching for a health-pack, or get cleansed by a Kiriko or Zarya.
I’d disagree because if you remove that it’s a nerf and if Ashe starts underperforming they’ll buff more problematic parts of her kit. Essentially all they’ll do is make the tnt do more damage or her shots.
You’re having trouble against 20 damage per second from Ashe’s dynamite, but not the 50 damage per second from Biotic Orb?
Not really. Dynamite’s damage per second burn is minimal compared to Moira’s damaging Biotic Orb. Higher individual damage from Biotic Orb over Dynamite too. No single healer, even under the effects of the Damage-role passive should have trouble healing against it, especially not a Tank.
Dynamite can hit up to 75 damage, and then burns for 100 damage over 5, or 20 damage per second. It’s not a particularly dangerous over time effect compared to Torbjorn’s turret or Symmetra’s Sentries (and primary fire beam), but it can offer a lot of ultimate charge if hit against multiple targets, and put pressure on weakened targets… or inept healers.
Did you even read my post? It’s not about the damage, it’s the fact that Ashe’s dynamite keeps reapplying the 15% healing decrease a whole 10 something seconds after she loses sight of you.
Can’t Tracer apply it from like any range despite doing hardly any dmg? I remember them doing this during Season 9, just sniper tracer tagging your entire team with it from their backline. Has that been changed?
I came up with an idea that the full effect of the passive is only applied if they meet a certain damage threshold within the last X seconds. Otherwise it’d scale down accordingly to the percentage of damage they do relative to that threshold.
They can tune how long it takes before it “decays” and how much damage a DPS needs to do to get the full effect. They could also tune how much DOT effects contribute.
Nah, I think that’s a good interaction and it makes DoTS or other sources of sustained damage more desirable in a game otherwise dominated by burst damage and burst healing.
It’s still part of the damage in their kit. It doesn’t make sense unless we remove it for all DoTs. And there’s no reason to penalize players for using their abilities. The problem with Ashe is she got buffed when she never needed one to begin with. At least before she had to play into lethal range of most other heroes in the game. Now she can hang back without a care and just spam dynamites off cooldown with reckless abandon. There’s a good reason she had a 30m falloff range.