Why Doesn't Damage Boosting a Healer Raise How Much They Heal?

I’m a mercy main with a few too many hours into her, and its just something that never makes sense to me. Every healer (except Zen) has some sort of impact between their main weapon and how much they heal, and damage boosting any DPS or Tank raises their weapon’s potential so why not healers and how much it lets them heal? I think that if your damage boosting a healer as a healer, you’re sacrificing your chance to heal an individual to increase a group healer’s ability to heal, broadening your recovery time. I’ve boosted Ana, Moira, Brid, and combo with an Orisa to stack % and try to boost my own healing. I can see how it wouldn’t be just a damage boost if its increasing the healing rate, but it could be something that can change the tide of battle if used properly.

5 Likes

Totally agree with you. I think that Nano should also increase healing dealt so that there will be a reason to actually nano another support. Besides saving their life. Supercharger should also increase healing dealt to help the supports. I think it’s fair since damage is so high and sustain is medium/low rn. Or an even better idea, nerf damage.

2 Likes

It’s called ‘Damage’ boost for a reason
And it would probably be too strong on some supports
Ana would do 97 healing per shot up from 75
Baptiste would do 78 per shot up from 60
Moira would basically have her old hps back
Idk if those are the actually numbers because I suck at math

4 Likes

In Mercy’s case, she heals a lot more than 30% of what another healer does at any given time (except a few ultimates), without switching weapons, so she can just heal on her own instead of damage boosting at that point.

For damage boosting in general, it’s intended to be an offensive boost. It’s the main option for supports (and Orisa…) to provide offensive support, as opposed to the defensive support they provide primarily through healing.

this is a fair point

amp matrix is specifically called that because it can boost both

though, i don’t really agree here

that mercy isn’t doing anything else but boosting HPS

she’s not applying any other utility to the group, or directly healing them
(a mercy and ana healing a target would be more than a mercy boosted ana healing a target)

so, if the mercy is in a bad spot, and needs to heal, then she can just do that

or a zenyatta healing someone in the distance that the mercy can’t reach

also, the big thing that i’m thinking about:

lucio, brigitte, and ****moira
(i wrote ana, 17 hours later i finally realized my mistake, okgg)
mercy lacks aoe healing

if mercy boosts an aoe healer’s output which is typically going to be lower purposefully?

she’s able to apply a small amount of aoe healing

sounds fair, honestly

the only thing that sounds like it could be “too strong”, is, yea, moira’s aoe healing is already pretty huge

baptiste i wouldn’t count as much, since while it’s aoe, it’s a MUCH smaller range, you’re already at a disadvantage to just be aoe’d in return, being grouped up like that

1 Like

Realistically, most damage boosts are temporary and tied to ultimates, so I don’t really see that as a big deal. Like, there should be good incentive to Nano a support, and there should be more considerable value to Supercharging a support. Those are ultimate abilities, they’re meant to be strong, so I think that’d be fine.

The only real damage boost that isn’t tied to an ultimate is Mercy’s, and frankly, damage boosting a support to augment their healing would probably be a waste under most scenarios since Mercy puts out greater than 30% of any of their healing even before accuracy is taken into account. It’d only really be valuable if you’re trying to juice some AOE heals.

Really, of the various abilities in the game, the only one that I actually see causing an issue is Supercharger just because it can boost both supports at the same time. All the others only boost one at a time. If it turned into an issue, then, it could just be tinkered with. Beyond that… I don’t really see any reason it shouldn’t be allowed :man_shrugging: You could also discuss the potential interactions with ultimates, too–I don’t think it’d be unreasonable to block that interaction with healing ultimates

1 Like

i get your point, but, to be fair, 50% damage reduction is still a “good incentive” to nano a support
there’s a bunch of thresholds that are broken like that

even snipers can’t one-shot them anymore with that

Sure, though in practicality, that’s usually the extent of the benefit that a support will get from that. Barring the occasional accidental Boostio, you almost never see support nanos, and I believe there is a reason for that in that there’s relatively little value in doing so. Tank? You truly turn them almost invincible and give them DPS level damage. DPS? Obscene amounts of damage and compensated durability. Support? Somewhat above average damage and compensated durability. The relative value just isn’t there under most scenarios.

i mean, i’m also advocating to adding some heal boosts on some damage boost abilities

just saying, that saving a support with nano isn’t terrible

I mean maybe it could work. But the only real reason I refrain from it is because I’m worried about healing creep. Burst damage heroes (that no one likes i.e. widow, hanzo, doom) are the only ones able to secure kills through mass amounts of healing

From a healer it wouldn’t make much sense, almost every healer can heal better than they can boost. Two healers working together would be more healing than one trying to boost the other.

Now if a DPS or Tank had some kind of ability to help healers heal better that might be useful and help some synergy between them. Though it would have to be carefully done or that hero would become a must pick.

Only current heal boost in the game far as I know is Ana’s nade and Baptist ult. Both are 100% heal boost and are super powerful when in use.

Sure, in a vacuum, it’s not a waste of an ultimate. It’s just a relatively less optimal use in most conceivable scenarios, so the incentive to do it isn’t very strong.

Eh, healing’s been nerfed a lot. This time two years ago, you could juice out way more healing than you could now–Moira healed a lot more, Mercy healed a lot more, and… well, yeah that’s about all who you’d use for your main support. Sure, Baptiste was added, but he heals less than Moira or Mercy did, and Ana got buffed but she also heals less than any of those three. Also, RoleQ seriously punched down on healing creep since you can only ever have two healers now, whereas before you could stack them.

Hence my emphasis on Mercy, since that would generally be a healing nerf under the bulk of scenarios, and on the distinction that most boosts are ultimates, so it’s not as though they’re especially common in-game–and even when they do occur, Valkyrie at a bare minimum would require Mercy to forgo healing again anyway, and Nano has a very heavy cost/benefit analysis because even if it could boost healing there are a lot of other very powerful combos for it (i.e. Nano on many ults, Nano your main tank to break the enemy line, etc etc).

Really the principal value I see for it is allowing Mercy to disperse her healing over an AOE by empowering another healer, and to make double-main-healer combos a little more viable defensively since the boost would help offset the lack of defensive ult options (but, short of stacking multiple boosts onto a single hero, they still don’t really even come close–A Supercharged Nano’d Moira, for example, would still healing less than Transcendence, and with poorer coverage, but it’s also a triple-stacked ult combo so it should be pretty dang powerful)

hehehehehehehehehe… this would be fantastic! “EXPERIENCE TRANQUILITY!!” Or… boosting both sides of Coalescence. This would be amazing.

If damage boost were changed into an amplification beam that allows others to heal 30% more too you could help the other support gain their ultimate quicker through healing if you already have yours.

But here are some of the interactions with it:
Transcendence 300hps to 390hps.
Roadhog’s take a breather 300 to 390 hps.
Nano Boost 250hp to 325hp.
Soldier’s Biotic Field 40hps to 52hps
Bastion Self Repair 75 to 97.5hps.
Mei Cryo-Freeze 37.5hps to 48.75hps
Coalescence 140hps to 182hps while boosting its damage and Moita’s self heal from damaging from 50hps to 65hps.
Would this amplify Reaper’s life steal?
Would it amplify health packs?

As I said toward the end of that post, I do think it’d be reasonable to block healing ultimates from being boosted. But, yeah, it’d be a small boon to characters like Soldier and Bastion.

I… don’t think it would buff Lifesteal because Lifesteal is already being buffed by his increased damage.

And no, it wouldn’t amplify Health Packs. In my mind, the interaction works as boosting healing given, not healing received. The grey area on that is heroes who heal themselves, but for the most part, I don’t think it’s a big deal–again, Reaper being the exception, but because his healing is a percentage-based leech rather than a flat healing rate, you could reasonably make an exception for that.

1 Like

Because it’s specifically encouraging Mercy players not to hide behind tanks or other Supports but to go out there and help their offensive line.

There are other sources of improved healing, either Biotic Grenade or Amplification Matrix.