I’m going to preface this by saying that you probably won’t change your mind because of this sole statement. But here we go trying.
Tank Metas are actually enabled because Tanks can do just as much DPS as the DPS class while also having ways to negate incoming damage and also having more overall health. They are also enabled by extremely high healing outputs throughout the game. It’s actually the opposite of what you said, there is more damage being dealt because there needs to be a way to counter Slow-verwatch, where nobody dies because healing makes people not die. In games where Healers and such are a thing, it is good game design to make their job so that the team dies slower, not to completely prevent the team from dying altogether. The difference is that good health management by healers with the former will lead to their team overcoming the enemy and still being able to succeed in doing their end objective, that of killing the enemy, while with the latter, nobody dies and the game becomes a chore and is boring.
Burst Healing can be good for this, but only if it’s not constantly done, like it is with certain Heroes we have now. But with the extremely high and reliable burst healing we have in the game, it now comes down to who can out-damage said healing. Much of the Hero Roster cannot do this, which is why burst damage is so prevalent right now. There is a need for it, because sustained damage no longer works against the enemy when the healing output is so much higher than the damage output. It is necessary, in my opinion, that good game design requires damage>healing, otherwise all the above happens.
Dive also wasn’t enabled in large by burst damage, but instead by burst mobility. It is why you saw Heroes with extreme mobility instead of extreme burst damage. For example, you’d see a Genji more than you’d see a Widow, even though Widow does vastly more burst damage. The reason for this was because mobility is so strong in this game. And the strength of mobility is the reason for the new Heroes having so much CC, because there has been an inherent need to stop that mobility.
So no, that is not the root of every single problem. But as I said before, I probably won’t be able to change your mind, no matter what I say.
Agree. DMG and healing is too much right now. I would also see some global CC time reduction (so it wont last so long) and try how it work if mixed with ur changes.
Heroes with high mobility do an exorbitant amount of damage considering their mobility
It seems like we don’t really disagree on a whole lot.
Obviously 80% damage/healing across the board wouldn’t fix every problem in the game - it’s much more nuanced than that. But reduced damage and healing across the board does highlight some of the problems this game currently has.
Not exactly. Heroes with high mobility tend to have more survivabiliy than those without, in the sense that they do not have to worry about danger as much as those without high mobility. This means that they are more reliable at going in, killing, and then getting out with less chance of them being killed in the process. This also goes for my own main, Doomfist, but moreso because of the shield buff that I feel they should revert so he is more easily punished for being too “greedy”.
True, but my main point was that the problems don’t just come from too much damage, but a multitude of sources. I’d be ok with a nerf to CC, which is considered a large problem right now, just so long as they nerfed mobility as well.
Change their mind? It sounds to me like you basically just agreed with everything the OP posted. You just said it slightly differently to make it sound like you were saying something else. The only thing that you didn’t agree on was dive being because all the characters had mobility and not damage output.
dive worked by both tanks and dps pouncing on a discorded target. if you call oldschool marshmallow shouting dva and tickle cannon winny diving you “burst” than everything is burst. mei and lvl one symm tag teaming you with their primaries, burst.
I can’t if you’re doing it on purpose or not, but they’re obviously using ‘burst’ in the sense of causing as much damage as quickly as possible, not ‘burst’ as in the instantaneous removal of health.
Dive as a comp did as much damage as quickly as possible(a burst of damage). The heroes in it were not ‘burst’ heroes.