This will allow dps and tank players to be a little less (really, just a little less) dependent on supports for healing. Really, just makes gameplay experience a little better (a drop in the bucket for tanks but still)
The healing amount probably need to be slightly increased for tanks. You can lose the utterly insignificant reload speed.
The DPS that are most vulnerable to not getting healing wont benefit from an out of combat regen passive. This does nothing to help heroes that are struggling like Sym or Mei.
Meanwhile the safest DPS heroes with the best disengages and best hit and run/peek damage, hypermobile flankers and mid/long range hitscan/snipers, will be even safer and become even harder to punish and scare off.
I remember when Symmetra could give Tracer 25 extra HP as shield. It was so broken, they completely dismantled Symmetra, moved it to an ultimate ability, and it was EVEN MORE BROKEN.
I figure just make it a flat percentage of some sort.
But let’s say it’s 2sec out-of-combat for Supports, but 5sec out of combat for Tanks/DPS. (But probably faster heal speed). With a target of say 10sec out of combat doing a full heal for all Roles.
Additionally, make it so Tanks/DPS need to be within 20m range (through walls) to another teammate. So that it’s less beneficial to flankers.
And if that’s not enough, then within 20m range of a Support teammate.
DarkTide has this mechanic, and it works really well.
Alternatively, make it so any teammate works, but you only get 1/4th benefit when standing near 1x teammates, and 4/4th benefit when standing near 4x teammates.
10 HPS for the attacking team. I read recently that the heals are paused when the payload is contested, which makes sense balance wise, but not sure if that’s actually true.
No one wants that garbage. Only OWL players do that.
I honestly don’t want to hear “preservation of teamwork” as an argument because 90% of the players have no intention to treat this like a team game in the first place. No swapping no expanding of their own hero pool, no comms no profiles etc.
I’m not convinced it would create some huge imbalance as this does not directly increase their combat effectiveness. It does reduce their downtime slightly which is precisely what this passive is aiming to address. Bonus, they are less dependent on what support heroes are played.
Yes it will. It will most certainly make dps/tank heroes slightly less dependent on supports healing, including Sym and Mei.
The reason you think it won’t help sym much is because she already has it.
Flankers don’t just get value out of killing people. They also get value out of wasting people’s time. Reducing downtime means they essentially just get to erase whoever they want’s impact from the game since they’ll have to be dealing with flankers all game rather than playing their role.