It’s because for the past few years, poor support design and balance have conditioned players to believe that a support’s job is to press one button to freely bail allies out from their own mistakes. Now that Blizzard are finally doing a great job at designing traditional offensive supports, some players are being faced with the harsh truth that they actually need to learn how to play a PVP FPS.

Eventually all supports will be put in handicap wheel chairs and all our guns will be replaced with pool noodles and squirt guns.
And yet the bad Genjis will still cry and demand nerfs.

What if I told you, that a better Ashe was in the game, as a support rn. Her Name is Illari. She has no falloff damage, she has a boop(like Ashe), She has a healing turret, and she has a better ult.
Illari does have falloff damage, and does not have a better ultimate than Ashe.

Illari, like a handfull of other “supports”, is very clearly meant to be a dps. So much so that it cannot be counted as supporting.
While Illari does convey a very “aggressive”, and very “Damage-role oriented” hero design, they’re still support and healing is still their primary job.

For example, Juno, Bap, Moira, Illari, and Kiriko all can do more damage than a majority of dps in the game.
This is false.

Its ridiculous. The Support role exists to SUPPORT the team. Not be the team. The fact that a Moira can 1v2 enemy dps easily is a problem. That Bap can 1v1 a blading genji is an issue. Kiriko being able to 1v1 roadhog is not ok.
Support-role was originally designed to be fairly strong, if not stronger than a typical damage-role hero. This isn’t really up for debate, it is just fact. Those templates haven’t really changed since OW1, but they still can’t solo a Tank.

dps/support hybrids are fun for no one except for the people who main them. And the only reason they are fun for them is cause its like playing the game on EZ mode.
There are no hybrids in this game, and have never been any. There’s just a range of heroes within each role.

Yeah, well, ya’ll cried when we were good at healing, so they changed it, and now ya’ll are crying about our damage
Illari’s healing numbers have practically reverted back to their old numbers; but the Pylon’s health, cooldown time and deployment time have all been adjusted.

No, I would not be okay with this. I am still not okay with Doomfist transferring to the tank role. That bum is nothing like he was in his prime.
His “prime” wasn’t much better, either.

How else are you supposed to lure DPS mains into support role - by offering them to play Mercy?
Lucio and Zenyatta did a pretty good job of this, originally.

Because those heroes exist with one purpose - luring DPS players into support role.
False.

GENJIS TTK IS BETTER THAN ILLARIS? MOIRAS? AND KIRIKOS?
Yes; if you play him properly.

One Genji shuriken does less than a melee bro
One bullet from Soldier is less than Mercy’s healing rate.
It’s just another false equivalency.

That’s because they were trying to get DPS players to start playing other roles, but they didn’t.
Blizzard already knew that no matter what they did to make the role more appealing, it wasn’t going to bring in existing players to play the role. They’ve done this before with Death Knight in WoW, Monk and Demon Hunter, Junker Queen, and Ramattra in Overwatch didn’t bring in new players playing Tanks, either.
In fact the game is specifically balanced around this popularity curve; they knew no one would play Tanks and originally balanced Overwatch 1 around only having one tank per team. That’s also why GOATS happened.

Juno and Moira do useless damage and are simply padding stats rather than getting any value from it. Illari, Kiri, and Bap are the only valid cases here.
Juno does more damage per shot and per second than Illari does. Also, unlike Illari, Juno has more offensive abilities that Illari.
Moreover, Moira has no ammo limit to RMB, and can RMB infinitely in the same way that Mercy can heal infinitely.

Needless to say, it’s unlikely to work, since luring DPS players to other roles with tempting damage potential doesn’t magically make them use non-damage parts of those roles.
Pretty much. Even FF14’s attempt to lure more players to the Tank role didn’t work with Gunbreaker and Dark Knight.
I’m actually curious to see what new Tank and Healer jobs will be in the next expansion two years from now.

It’s funny to me that people have this complaint, when one of the OG supports, Zen, is the most damage-focused support in the game.
Yeah. Lucio, at one time, was doing more damage per second than even Genji did, and had better burst. Today, Lucio is now doing more damage per second than Genji while also doing similar burst-damage, but also has less health now.

Because whole Zen/Lucio meta was almost exclusive to high ranks back there, everything else was Mercy domain.
Not really true.
Ana was a major component to the Support meta game, and Ana was a staple for high level play.

The problem was supports were SO good at healing that the only thing that could feasibly break through it, was one shots or hyper burst damage.
Healing is strong enough, traditionally, and historically, to withstand burst-damage; after all, every Support has a secondary healing ability designed to do that, whether it comes from an ultimate or through a cooldown.

Healing and sustain being too damn high has been a problem since ow1. Why do you think GOATs happened? Why do you think the first triple tank meta happened? Why do you think double shield kept on going even after multiple orisa and sigma nerfs? It was because of the idiotic amounts of healing, sustain, oh and adding immortalities to the game!
Not quite true.
GOATS happened because spacial control for the game is extremely important and Tanks do that better than anyone else. Tanks also ignore other Tank defenses whereas Damage-role do not.
Supports became an important part because Support’s ability to provide buffs and healing is more impactful on Tanks than anyone else. It’s easier to heal a Tank with 500 health than it is to heal a Damage-role with 200 health. Tanks are practically immune to one-shot kills, after all, so that was obvious.
Boosting or buffing Tanks was also more impactful than boosting a Damage-role hero. Take Genji or Reinhardt with Nanoboost, for example. 180 damage Dragonblades, or 120 damage Reinhardt swings. 400 effective health, or 1,000 effective health. Tie that with Earthshatter and you have a hero that’s better at Dragonblade than the hero with Dragonblade.
Then there’s the little things, 75 damage Swiftstrikes with Nanoboost, or 150 damage Firestrikes with Nanoboost. Which one is better? Nanoboost lasts 8 seconds, Dragonblade lasts 6. Who makes better use of it? The guy with the always on “dragonblade”.
Then there’s Mercy and Soldier vs. Winston. Soldier needs to aim to make use of Damage-boost. Winston doesn’t need to aim, and he has a barrier than will prevent 600 damage from hitting him, allowing for maximum up time on Damage-boosting. It’s just easier to get more benefit from Damage-boost from Winston than anyone else.

Bob is one of the best hitscan ults in the dps role. He literally benefits from both the dps passive and the armor change.
BOB is just Tactical Visor with added bulk and limited area effect. He gets some “perks” from the Tank-role to prevent how it easy to control him; but he’s not really that much different from Torbjob’s old level 3 turret ultimate.

Illari is 1.5x multiplier with a 1shot/s 70dmg. She can’t 2HKO 225hp heroes anymore, which means she 3HKOs at fastest against 225hp or 250hp heroes. She 4HKOs in bodyshots to 225hp/250hp heroes.
Additionally, it’ll take longer for each shot from Illari than it would from Ashe to make the kill; though Ashe’s shots will be harder to hit, relatively speaking, than Illari’s. (Scope helps tremendously here).

Its not strictly a support problem. Its a tank + support combo that makes sustain so bloody high in the past. Many times, supports can’t dmg and attack at the same time just as tanks can’t dps + defend at the same time.
More or less correct.

The game itself culminated into way too much damage being removed because tank/supports weren’t adding damage to the mix.
No, that’s actually wrong.
The problem is defense, and how many roles are dedicated to that defense. When Overwatch originally allowed you to stack 4 heroes to dedicate specifically to defensive power, in addition to providing those same heroes with impressive or comparable damage power, AND healing and utility, there’s was no reason to include a Damage-role hero. The role was made completely irrelevant by Blizzard’s own design templates.
The idea of dedicating a single role to doing damage, and only damage, while providing everything else to the other roles is the core problem. No game does this; not EverQuest, not FF14, not even WoW, or any single-player RPG or competitive team game.
Blizzard corrected this problem by mandating that every role is required on any team, but their templates have not changed. Venture, the last released Damage-role hero before Sojourn, has no defining utility or supportive ability; their only strong point is doing lots of damage. But their damage from Drill Dash still pales in comparison to Reinhardt’s 120 damage Firestrikes, of which he gets two charges at 6 seconds each, to Venture’s 8 second cooldown of 80 on a single target.

1v2 enemy dps easily is a problem.
Tell me you’re bronze without telling me you’re bronze.
Seriously though, if Moira is 1v2ing anyone after that health nerf, I don’t even know what to tell you.

She has no falloff damage
She does

she has a boop
that goes way less far and does melee dmg at best

She has a healing turret
actually true

and she has a better ult
that does something completely different, and is comparable to other, more similar dps ults like Riptire or maybe Death Blossom, with its tradoffs being that it can be cleansed and doesn’t kill immediately.

featuring video evidence of Illari outdamaging a Cree.
Damage=/=Kill capacity. skill, damage, target priority, ability use and mechanics = skill capacity

Its ridiculous. The Support role exists to SUPPORT the team. Not be the team. The fact that a Moira can 1v2 enemy dps easily is a problem. That Bap can 1v1 a blading genji is an issue. Kiriko being able to 1v1 roadhog is not ok.
Sometimes, to save a teammate it is faster to kill their attacker than to try and sustain them. I don’t think i’ve ever seen a single on of these examples occur in a match, except maybe the moira thing because people are too slow at turning around and get tickled to death. Moira is not difficult to kill, especially with 225hp, if there are seriously moira’s consistently 1v2ing dps, you have to be in like bronze 6 or something.

Supports can support via dmg(look at zen), but it is not their primary objective.
Zen is like the support whose primary objective is damage

dps/support hybrids are fun for no one except for the people who main them
I find them completely fine, and i don’t main them, although considering every support but mercy does damage, i’m not even sure which supports you’re counting. I don’t struggle to 1v1 supports when i play dps, and when i lose to them, it’s because i made a mistake and they didn’t.
Support lost their main protector, the second tank, in the shift to 5v5. This creates a need for either: More Mobility (nobody likes that) Invulnerabilities (nobody likes those) or More Damage to allow them their survivability. The reason some supports have comparable damage to dps is because their dps is used in the downtime between healing or providing utility. If a support is able to carry a game by not healing much and relying on their mechanical skill and kill capacity to win a game, they deserve that win for their skill just like any other role does.
TLDR(because i know this is a LONG read💀 my bad) skill issue.

The fact that a Moira can 1v2 enemy dps easily is a problem. That Bap can 1v1 a blading genji is an issue.
You’re right it is a problem, a you problem. Start hopping into aim training custom games man
I just never see Illari as a real threat.
Her shots can be accurate, but the fire rate is just sooooo slow.
Her power, IMHO, is in a carefully placed pillon. Not her dps output.
If I die because of her, it’s not because she shot me, it’s because someone on her team was sustained by her healing. Again, IMHE. Your mileage clearly varies.
Her ultimate is hit or miss too, IMHO. If I play correctly, there is always some kind of cover or corner to get behind/around to be safe(r).
I’d much rather face her than Ashe. And Bob never misses if he gets his sites on me (and he has a cute hat).

The problem was supports were SO good at healing that the only thing that could feasibly break through it, was one shots or hyper burst damage. Healing and sustain being too damn high has been a problem since ow1. Why do you think GOATs happened? Why do you think the first triple tank meta happened?
The only thing you’re correct about here is Triple Tank. And that wasn’t a “supports” problem. That was one ability on ONE character (Biotic Grenade) problem.
GOATS, however, consisted of the three lowest-sustain Supports in the game: Brig 1.5, Zen and Lucio. Sure, it had sustain, but not in way you’re claiming. The healing was supplemental to the damage mitigation that Rein (or Winston), Zarya and D.Va provided. It wasn’t that healing was out-sustaining damage…it was sustaining what little damage got through.
You’re also flat out wrong about healing “causing GOATS”. The team that created it literally did it to win against Widow without a mirror in a meta were mirror Widow was mandatory.

Her Name is Illari. She has no falloff damage
Why you lying? she has a 30m falloff range, does less crit damage and shoots slower.
Pylon on the other hand… yeah that thing is broken.

If we want to play this game, they say, we need to get use to this fact.
And that’s why I am not playing this game for a while, as damage is boring for me.

That the Devs are not gonna reward healing.
Then supports eventually not healing is expected outcome. Like Battlefield medics, that mostly used medkits for themselves and otherwise acted indistinguishable from regular infantry.

Why do you think GOATs happened? Why do you think the first triple tank meta happened? Why do you think double shield kept on going even after multiple orisa and sigma nerfs?
Because of burst damage. Healing doesn’t counter instant kills, so, you stack up tanks, who do not have such glaring weakness.
It’s practically only functional defense against “too good” enemy with burst damage, especially once moth got destroyed. Wasn’t an issue before or during moth, since multiple resurrects allowed to effectively counteract it, without requiring to stack up tanks.
If we look at supports used during GOATS - basically all of them had anti-burst abilities/ults. Sound barrier, bonus armor from Brig, both are effective at neutralising burst damage, both add extra health to negate burst.

If you are losing as the Moira in a 1v2, I could say the same
Why are you acting like every hero in this game isn’t capable of winning a 1vs2 in the right hands? It’s been like this forever.

That is an ultimate… if someone solo ults you, unless you pull some incredible play, you should die. That is a non negotiable, if you get solo ulted, you should die
No, you don’t need an incredible play at all times. All it takes is the right conditions to not die to a solo Ult. When you have enough experience playing the game and reading the behavior’s of your opponents, there’s times you can See the intentions of a player waiting to use their Ult (even in a 1v1 engagement).

Why are you acting like every hero in this game isn’t capable of winning a 1vs2 in the right hands? It’s been like this forever.
this is true, if you put a good player agianst 2 mid players, the good one should win
but with Moira, its vis versa
2 good players often cannot beat 1 mid Moira.
even if they can, Moira is still the 1v1 queen. Like no hero in this game is better at 1v1ing than her. She has everything you need. Insane mobility, lock on beam, life steal, and if she does get low, she can use her healing orb or damaging orb to finish.
like… does no one see the issue???

there’s times you can See the intentions of a player waiting to use their Ult (
that’s all good
but even a Genji, whom bap had no knowledge of, can solo ULT him and lose.
tho maybe that’s not fair cause blade is one of the worst ults in the game, so like… well actually most DPS ults actually suck. Bap can pretty much beat every single one. Which is beyond stupid.

like… does no one see the issue???
The skill issue? Yes, we all see it.

2 good players often cannot beat 1 mid Moira.
Calling cap on this. Moira has some of the lowest TTK in the entire game. It takes her a bare minimum of 2.17 secs to kill a 250 HP character and 1.96 secs to kill a 225 HP one, and that’s if she throws a perfect orb and uses right-click the entire time. Meanwhile, a bodyshot-only Soldier has a TTK of 1.46 secs on a Moira, and that’s including Moira’s self-heal and assuming Soldier never uses Rockets. If we add a second DPS to this fight (let’s say, oh, Cassidy), even if Cassidy only hits bodyshots the entire fight, he still has a TTK of 1.75 secs.
Soldier and Cassidy together should kill Moira in less than half a second.
I used DPS characters in my example, but this goes for most Support as well, except maybe a Juno/Mercy combo. And even then, both of them still outdamage Moira.

2 good players often cannot beat 1 mid Moira
But that’s not true…

no hero in this game is better at 1v1ing than her.
Only every Tank, the majority of DPS, Bap, Zen, Ana, and Kiri

healing in certain areas. If you aren’t playing a hero who has gotten multiple damage increases (like dva or JQ) you aren’t cutting through it without DPS passive.
Which is why actually nerfing healing numbers instead of situationally nerfing healing with a passive would be better.
Burst heals became more of a problem the moment supports were given a self heal passive. But even before that the burst heal was an issue.
While burst damage cuts through sustain heals, the burst damage had to be buffed immensly to kill enemies before those powerful burst heals are used.

Pylon on the other hand… yeah that thing is broken.
If they nerf pylon again might as well switch her to the dps role and increase her fire rate. Because shes a poo support.

Which is why actually nerfing healing numbers instead of situationally nerfing healing with a passive would be better.
If they nerf healing they would HAVE TO NERF DAMAGE as well. Or everything dies in seconds and no one will play support.
Oh they’ll play Support, but it’ll be DPS or utility Support only.
That’s exactly what happens every time healing gets nerfed into the ground. Once healing goes below a certain threshold, trying to sustain becomes pointless, so the more efficient way to win is to pick Zen, Mercy, Lucio or some other support that helps you kill things faster.
And then Tank players start asking why they explode every time they peek a corner.
Exactly. And then they could nerf healthbars as well.