For supports, they’re the “backbone of your team’s survival.”
but for damage…? “fearsome but fragile, these heroes require backup to survive.” what the hell…?
In all honesty, the support role has been swarmed the heaviest and pampered to no ends, even the nerfs are jokes. I don’t agree that a support should beat a damage hero unless they’re cracked. It’s time we make the damage role relevant again by nerfing EVERY support hero to 150 HP (Life and Zen at 175 HP).
My argument is that the support role should be the dopamine booster for the damage role. A damage player’s eyes should light up in excitement when they see that lone Kiriko, not cower in fear and play safely. Reward the damage role for breaching the back line and allow the support role to be killed off easier.
I’m more surprised that goats didn’t issue in this ideology a long time ago that all supports should be at Tracer’s level of fragility to make damage a more impactful role.
Yea the official Damage role deception is weak, as it paints them as glass cannons. However the point of Damage is to secure kills.
I know its named “Damage” so it is easy to assume the role is purely meant to deal damage, but this is a little misleading. As Damage heroes are very good at reaching the enemy batter than Support and Tank. Mobile Damage heroes can reach the back-line to pick off an enemy, while ranged Damage heroes can poke enemies from a far.
In fact even calling them fragile is also misleading, as most damage heroes actually have good durability like Mei and Bastion. As for “fearsome”, I am not sure why they are referred to like that, as it fits more with a tank.
I’d like to see more differentiation between supports and dps.
I want to see less supports that are able to deal large amounts of damage over long ranges. I’d rather them be more lethal, or have the most lethality in close range. Obviously not possible for ALL supports, Zenyatta gets a pass. But heroes like Illari and Kiriko need to have their maximum damage at longer ranges significantly reduced imo.
I honestly don’t care if they keep their damage, as they should defend themselves… it’s their abilities that denies the opponent’s effort is what bothers me. If supports can have 200 HP, then Tracer should have 200 HP since she can do the same thing they do, but worse. Exactly why my argument stands: nerf every support hero to 150 HP.
DPS heroes at about Diamond and higher are doing fine and are playmakers just as much as tanks and supports are.
DPS at lower ranks can struggle because the role is more mechanically demanding (aim-focused) while supports can get lots of value with less mechanically demanding kits.
The DPS role is basically the wildcard role and the one that is most in charge of dealing with the enemy team’s picks, and how to better deal with them.
The issue is that this directly contradicts what one tricks wants. They would rather have eternal Sojourn vs Soldier slapfights over letting the entire role be good.
DPS are the most efficient damage dealers in the game. They’re the best at tankbusting, flanking/assassinating and one-shots, all of which are very important in OW2.
Generally speaking every DPS has either a better gun, offensive abilities for burst damage, or better access to targets than their nearest similar support counterpart. Usually multiple of the above too.
So… for Kiriko, Tracer, and Genji they all have the burst damage and escapes one would expect on a flanker but Kiriko hasn’t got much for getting to a flanking position.
Every DPS sniper has ways to get to high ground faster than just walking. Ana doesn’t. Also Ana can’t 1 shot. Or even 2 shot.
That’s the sort of thing DPS bring to the table. They’ve got some oddballs (Mei) and some very underpowered characters (Reaper anyone?) but that’s the general idea.
Also this. This point by Ranulf is very accurate.
The DPS has the largest hero pool in the game. Use it.