Why did LifeWeaver lose parting gift entirely while junkrat still has his total mayhem passive?
Parting gift should have been changed to only heal allies.
The fact that it healed enemies made no sense considering the other on-death passive (junkrat’s corpse dropping nades) never had friendly fire.
3 Likes
What the heck does Junkrat’s passive have to do with LW’ers?? They are completely different things.
8 Likes
They both activate on death.
The only difference is that one hurt enemies and one healed teammates (while also healing enemies…) Not complicated. Not “completely different”
9 Likes
He had too much in his kit even without the passive, and there really was no benefit to it for your team other than feeding it to the DPS who killed you.
That exactly why I’m suggesting they should have removed the enemy healing aspect of the passive without removing it entirely.
The passive didn’t take up a button. It was as passive as a passive could get so I don’t understand the logic of it being to heavy on his kit. It mainly just gave you extra ult charge if you died around teammates
(like to how junkrats does something similar if he dies around enemies)
Junkrat can potentially kill somone, LifeWeaver could potentially save someone.
The passives aren’t huge aspects of their kits but they do benefit from them.
Again, Idk why junk keeps total mayhem while LifeWeaver lost parting gift.
But what’s the benefit to the game if letting your healer die gets you to full HP? The junkrat passive has a place in the game where it forces enemies fighting you at close range to run away after killing you or die themselves.
Having a reward for your healer dying seems counter intuitive which is another reason why it was probably removed.
3 Likes
Ok. By that logic your DPS shouldn’t die either.
No one wants to die.
So I ask again… why does junkrat have total mayhem?
What are you talking about? No one should want a member of your team to die, there should not be a tangible reward for you letting your teammate die, it should be a bad thing. It being a net gain to let a lifeweaver next to you die so that you can take the HP he drops is encouraging bad play.
In opposition, the Junkrat passive punishes the enemy for playing close to him. If you kill the junkrat in close proximity, you’re going to take a ton of damage so it punishes getting in his face for a kill if you’re not prepared. They’re entirely different.
4 Likes
+1
If they were replacing it with something cooler/more useful I could understand, but removing it entirely just feels… Wasteful? Just make it only useable by allies, that’s all you had to do.
2 Likes
The junkrat passive is the SAME THING.
Literally swap names around in your reply and it works the same
Lifeweaver players are begging for things to help them throw games as their throw pick. You can’t make this up.
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This seems highly specific for it to be a net gain. You and LW have to both be low in close enough proximity and he has to die first. In any other situation you’re better off saving the LW as he can continue to pump out more healing/ult/use ability etc.
1 Like
I agree with Somber.
The amount of fun gained from killing en enemy with Mayhem >>>>>>> the fun gained by a teammate healing off your body. It’s not comparable, and wasn’t worth keeping, imo.
I guess but the diffrence was that the lifeweaver passive could also give a reward to the enemy team it would really help enemy flankers
They’re not the same, The junkrat passive punishes enemies playing close to him, and encourages enemies to play at a distance from him. This is to set up his playstyle as a tankbuster and a menace in close, closed off areas.
Lifeweaver giving a health pack on death serves what purpose? Rewarding your team when a member of your team dies? Encourages a healer who’s playstyle revolves around sitting back and spamming at a safe distance to play close to their team?
If anything it’s place was to encourage diving him as opposed to sniping him off his platform from a distance by enemies, but that worked a bit too well.
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Junkrat passive is the most goofy nonsense in this game.
Yeah, that is nothing alike and has zero relation to LWer whatsoever. Parting Gift dropped a heal for both teams.
Junkrat’s bombs are attached to him and deal damage upon his death, which gets avoided most of the time anyway.
They. Are. Not. The. Same. Thing.
And easily avoided. It’s never not funny when people jump on Junkrat’s corpse and die. Instant karma 
Short answer. It helps enemy flankers heal and basically makes it easier for them to demolish the backline
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Total Mayhem isn’t a health pack for anyone who picks it up first. That said, yes, I’ll miss LW’s passive because its really unique, and I like the idea of a character who can both help and hurt his own team. Still, maybe its better gone
They’re both stupid, but parting gift provided value nearly 100% of the time it dropped. TM provides value like 2%.
For real, how often does anyone actually die to it? But imo death shouldn’t be rewarded, especially in a PvP game.