I know that most of the support designs completely revolve around healing and protection and a lot of people like them but let’s be real for a sec:
You guys have talked a lot about “the TTK problem” leading up to this season and if you think that you should be nerfing the dps passive and buffing healing at this stage to deal with tank player complaints i’m sorry but you’re just not understanding the severity of the problem.
If tanks are dying too fast why not nerf damage or buff their own survivability tools?
Are you sure you want your “ideal survivability” for the tank characters to be dependent on supports playing attrition against the enemy damage?
Shouldn’t the tanks be in charge of the resources to deny space and plays from the enemy (their job), including the health they have available, going to the supports to refill instead of having a severe healing requirement for making certain plays?
Shouldn’t the capacity that damage characters have for securing kills and outputting pressure come from their own kits and playstyle instead of a tack on nerf to healer kits while they are around?
In fact, don’t you think this role passive thing makes balance even more difficult since now 20 damage coming from one character means completely different things depending on who fired it?
You could’ve worked the game into shape without role lock but now we have to balance “role impact” separetely because teams are forced to have 2 from each.
You could’ve worked the game into shape without 5v5 but now we have to balance tanks as “a solo role” which, being a very important position to play, sounds like hell to not make over-punishing and under-rewarding, doesn’t it?
You could’ve worked the game into shape without making the role passives, but now we have numbers meaning different things on different characters. And as a side note, doesn’t “make the roles feel distinct” kinda imply “make the heroes of a role feel similar”?
This is all to say that it looks to me like you are making your job harder for reasons that just aren’t apparent to me, and i’d urge you to not place more layers of “format changes” to cover or filter the characters that are the true foundation of the game environment you want to change.
TLDR: dear dev team please experiment more wildly in the future but also please stop inventing “system mechanic” solutions to “design and balance” problems.
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Because of the globally increased health pools. DPS would complain non-stop that nothing is dying because everyone has so much health, coupled with the amount of healing available in the game right now.
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Because DPS became the least important role for a long time. Game has far too much healing that it made tanks way to hard to kill and they did a lot of damage, and supports also just had far better survivability on-top of them being able to do basically as much damage as a DPS.
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Even as a tank main- by and large I like the impact of the DPS passive like this.
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We have it because bad DPS were convinced if something didn’t die they shot, it was supports fault for doing their job, and made the game “unfun”.
But you know, tank and supports aren’t having fun, but DPS are having a blast! 
Meh.
because they were afraid to nerf supports xdd then they decided to buff dps.
It is more that they do not understand anything at all…
Yeah. The post isn’t actually about “the dps passive” but about how they should tune back healing and damage by themselves instead of complicating things by throwing another global change that makes things more complicated instead of actually rebalancing the broken TTK.
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Because the devs are to scared to give meaningful nerfs to most heroes, probably through fear of community backlash, so its easier to just buff everyone and make this passive.
No, we have it as a roundabout way nerf to healing. The devs were not brave enough to do a straight-up nerf by reducing the healing numbers, so instead they gave everyone more health and made the DPS passive.
That is the reason, and nothing else.
The passive does nothing for the game but add unnecessary complexity and unreadability. The healing problem could have simply been addressed directly instead.
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DPS passive would be fine if not for the bloated hit boxes tbh.
Imagine how the game will look when they do that another 3-4 times.
How many passives can they pile on to this game to paint themselves further into a design nightmare corner?
The passive does nothing gameplay-wise. Do you think that Widowmaker will think: “Hmm, I have this passive, so let me target the tank to reduce healing instead of trying to one-shot a squishy”?
And what about flankers? Do you think they will start applying the debuff to help team and thereby destroy their own playstyle or do you think they will keep flanking?
The DPS passive is just there. It is not like it helps gameplay in any way, as it does not give any interesting choices.
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This is another thing with passives: games tend to powercreep towards passives so that the added complexity doesn’t overwhelm player decision. But there’s the obvious drawback that more things end up happening without the conscious intent of a player. Adding passives in general removes player agency because there’s more complexity to the game state but the player still has the same ammount of tools to deal with it.
Unfortunately that would require a lot more work and due diligence when balancing an entire roster of heroes. It would require a blanket sweep of all of the heroes in the game, and essentially a re-balance of the game itself to get to that point. And that requires play-testing as well to ensure quality.
The dps passive also “requires” a thorough rebalance of the game. They could do the same thing they did with the passive with a flat decrease to all healing and either a similar flat decrease to all damage or an increase to health bars like they did.
Nowhere it says they have to tune every single hero to their perfect state at once and can’t just run everything through a calculator. The heroes after the passive was added were also in fact very in need of further tuning, just like they would be if everyone recieved a general number decrease. The ammount of work “required” for either of those roads is virtually the same. You could even make a script that just takes a database with all the damage and healing numbers and spits out a new one with everything changed by a % value and rounded to a full number in the case of small values or a multiple of 5/10 for bigger values! It’s the same sort of “big deal” that they are currently working on.
But there’s no need to build a script to do anything this way. Plus any major changes would need exhaustive play-testing to make sure all of the changes fit into the game. This is just a DPS passive to counter the larger health pools they added to help slow down the game.
Thats literally why we are here lmao. The entire history of Overwatch is written in “we didn’t want to hurt support’s feelings”.
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No. This is a counter to the overabundance of healing and sustain tools that have historically made the game’s time to kill coo-coo.
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DPS needed that impact man, don’t take that away from them.
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I want dps to have impact built into their own kits instead of having to be tuned up or down because they or some other character can or can’t apply the dps passive reliably. I also want the devs to not make their job harder because it means a worse game for us.