We need a healing received stat on the scoreboard

I know this has been brought up many times. It would be so easy to add, so there must be some reason the devs don’t want to, aside from dev time / technical reasons. I can only assume they believe it would lead to increased toxicity. Maybe overall that would be the case. Speaking just for myself, I like to have data to go off of, and would find it beneficial. We can already see when someone isn’t doing damage, getting kills, dying too much etc.

As someone who mostly plays support, I would love if people could see how much everyone is healed so there can be some source of truth to check when people are saying they aren’t being healed.

Instead of a subjective “I’m not getting heals” vs “Yes you are! You are taking too much damage!” match. We could just press tab and whoever is the problem can try to fix it.

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100% agree

Also sometimes I would know how much my second support was healing me or if at all…

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Thatd bring potential for bs like “you only healed genji!!!” Or “Mercy stop sucking of your boyfriend, pharah got x healing” but i’d prefer that way over this typical “heal” like we didnt know the healing characters should heal. Condescending clownery.

So yeah, i’m all for it

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Would be fun with a “damage received stat”

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Yeah, very valid point. Likely why they have not done it yet.

I think toxic people will be toxic whatever the case though, so may as well give us the actual data and maybe if someone that always blames the healers sees that they are getting healed average or above average amounts they will take that into consideration. Or if they always get lower than average healing they can be validated.

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I can check that easily when I play Roadhog or Junker Queen.

Pressing the Scoreboard button, I can see me with 8k healing, and both supports with less than 3k healing after 10 minutes. That means, in total, both Supports did less than 3,000 divided by 4, or 750 healing across the entire team.

I can also see how well they performed by noting the number of assists they made and the relative number of deaths taken by the team.

It doesn’t matter how much damage they take, they have to be healed, regardless. Supports that don’t heal their team are throwing the game.

Healing is a diminishing return, but that’s not the point, you have to heal your team. That’s your job.

So here is why the distribution matters. You used some really low numbers in your example relative to your self healing but lets just roll with that and say both your supports suck. Regardless:

Say you got 90% of that total healing. Your DPS had to hide the whole game and couldn’t do their job because you were taking too much damage.

Say you got 10% of that healing. Your DPS were taking it to to the face and you couldn’t get any healing to do your job.

If you are just going off assists or whatever, maybe they had to pocket you the whole game and couldn’t get assists off their DPS etc. Or the other way around.

Firstly, nobody is saying that supports shouldn’t heal, so I don’t understand your remark that they should heal and it’s their job. I don’t think I said anything to contradict that.

It absolutely does matter how much damage someone takes. You can only output so much heals, and it will always be lower than the potential damage they can take. This means even with both healers pocketing someone, if they are just eating it all to the face and not using cover etc, they are taking all the resources from everyone else and still dying.

Additionally, if your team is taking too much damage and forcing you to fulltime healbot, you have no bandwidth to help secure kills etc so you are even more reliant on your team to perform.

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It doesn’t mean pocketing, you have active rescue abilities that can shut down damage completely or forcefully peel for someone. You can do this while also actively triaging.

Healing is just a means to an end. It is mitigation, more effective than armor, or any defensive cooldown. Actively healing your team, even they are taking damage, buys them time to hit and kill the enemy before they kill your team.

If your team can’t muster the effort or skill needed - despite being healed - then it isn’t really the fault of the Supports not healing, because they are doing their job. You taking cover, you minimizing the damage taken by the enemy team helps. But you could be doing all that, and your Supports don’t do their job to assisting or healing and helping to make eliminations, it is still their fault. You still have to heal the team that’s minimizing the damage they take. You, as a support, can’t be having a total healing score lower than any member of your team’s own self-healing or healing abilities. You also can’t be lower on assists than your team’s total assists, because it also means you’re not doing your job.

Your healing is helping secure kills. Again, it is on a diminishing return, but if you can get 15k healing in a 10 minute game, and win that match-up. It was worth it. Same can be said of healing 15k in 10 minute game and losing it. Very few supports have the capacity or the tools needed to guarantee or finishing off a target. You’re better off trying to prevent death and seeking out enemy targets to kill them.

But if there’s an opportunity to kill a low health target and no one needs healing, go for it.

I feel it’s better if players just focused on playing as well as they can, rather than use numbers as excuses.

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Yeah I agree about just focusing on playing as well as they can. This is an ideal world scenario though, often times in reality you have people complaining about not getting heals which is exactly why I would like this feature.

Numbers are literally the only thing that isn’t excuses. It’s a factual representation of your effectiveness.

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The actual numbers aren’t excuses, but people will always scapegoat and strawman their way out of accountability.

Definitely, that is just a human problem though, unsolvable because humans just suck. Having more objective data to work with won’t change that much.

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Stats can help analyzing the game.
The more complete the data are, the better it is.
I don’t mind if we get an extended scoreboard after the match and we have access to it in replay

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unfortnately people can be delusional :frowning:

But you are right and being able to see how much HP i have healed on people would be lovely.

I actually forgot the game had scoreboard when i was playing classic. maybe we should go back to not having scoreboard.

but i am fine with healing stats too. At leas we will know who is dps-ing instead of healing.

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Before, there were medals. People would constantly point at them during arguments.
It was annoying and inaccurate, so we wished for a scoreboard that shows us all the actual numbers, so the arguments would stop.
Then, we got a scoreboard with actual numbers, and guess what? The arguments didn’t stop, they just had something else to point at.

Every time someone asks for the “healing received” stat, they imagine a scenario where it proves them right. They never think of the scenario where it proves the other guy right. They never think of the scenario where it shows the whole lobby that they’re underperforming, and some saltlord harasses them over it.

It would be an interesting stat, but it wouldn’t make the difference you think.

This is probably the way to do it.

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I’ll quote myself in the original post here when I say “whoever is the problem.” Not “So I can always be right and show them they are wrong.” Maybe the person in question complaining about not getting heals is actually right.

You are right that people will argue no matter what. Having actual data to go off is the best case scenario though, if they’re going to argue with or without it. At least people can see if they are underperforming and just maybe they will try to address it. Instead of thinking it’s everyone else’s fault. Worst case we are right back where we always were, arguing.

So I don’t see how it hurts things in any way, either it’s net neutral or positive.

I main Support, mostly Ana, Mercy, Moira, and now some Juno. And I know damn well when I am not being healed when I’m on tank. Would love to see the validation.

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Ive been asking for this since Season 15 OW 1.
Their excuse is that its another way to encourage people of being toxic so to them is not a good idea.
eeehh…

That’s another data point that would promote a TON of misconceptions in the community. I remember playing tank with Junkrat and Mercy team mates. The one time Junkrat overextended and went deep into enemy lines and didn’t get pocketed by Mercy, he exploded and recommended to both team mates and the enemy team to report our Mercy. I ended up reporting that unruly Junkrat, and there’s a lot of dps players like that when I play with kids.

I see a lot of inflated dps expectations when I play Ana and Mercy – I don’t heal dps when they are not at least half health, and I heal tanks when their shield health goes down 50% (which I know because I main tank). I shoot at enemies as Ana or dmg boost/pistol as Mercy during those heal down times, and I don’t take crap from dps who think I should heal 30 damage and they’re not Widow or Tracer.

It’s stupid how dps expect a Mercy to pocket, or an Ana to shoot-heal while they’re juking. Also I don’t expect support when I go deep into enemy lines as dps/tank – and I do that A LOT in my dps pool.

P.S. If you wanna get healed, don’t die. End of my TED talk.

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