Or, to be more specific: Why the HELL is Life Grip almost double the cooldown of Protection Suzu and Amp It Up, and literally DOUBLE the cooldown of freaking BIOTIC GRENADE?! I’d argue that Life Grip is not that much stronger than the above abilities, and, If anything, Biotic Grenade is stonger than Life Grip(and can be used twice as often)! The only legitimate reason I can think of for the longer cooldown is to minimize trolling, which is really sad.
Also, while we’re comparing Lifeweaver’s cooldowns to other supports: Kiriko’s Swift Step’s cooldown is only 2 seconds longer than Lifeweaver’s Rejuvenating Dash while being WAY more useful. And no, Petal Platform doesn’t make up for it because Kiriko has wall climb. Can that ability get some love?
You’re right why is that 20 seconds when more gameplay breaking ultimate quality abilities like take a breather, deflect, and Zarya bubbles are less than 10 seconds.
Like most defensive abilities, it has very little to do with balance. Its a pacing and perception issue. The devs don’t want protective abilities to happen so much that they cause fights to last too long or frustrate players too much.
Life Grip is very invasive, prevents a kill, moves the teammate to a safe position, and temporarily removes control from them, so they don’t want it to happen very often compared to other protective abilities. 20s is actually pretty generous considering the nature of it.
It’s not stronger, it’s not even a cleanse.
It’s just a yoink. And doesn’t even always save the person you’re pulling.
It’d only merit being 20 seconds if it did cleanse.
Pathing is also bad on it.
I honestly think the cooldown should be shorter.
Since, Zarya’s bubble exists on a shorter cooldown, but with stacks.
My favorite game changing part about life grip is pulling someone and it only moves them maybe 3 feet before they get stuck on some random object or the payload! Great tool.
Lifeweaver’s entire kit is rife with stuff like this. It’s like Blizzard is afraid of what he can potentially do, so he’ll likely stay like this - hobbled, kinda niche and map-dependent - forever. Call it “Symmetra syndrome”, if you will.
I do agree that lifegrip also has some extra annoyance-factor to it, which is at least something of a reason for a longer CD.
I rather have life grip on a shorter cool down compared to Suzu. Life grip grabs one person whereas suzu can cleanse your whole team. That purple that hit the whole enemy team, GONE. Oh that purple hit your whole team, let me save one person. Etc. Why have an ability that cleanses your whole team on a shorter cd compared to an ability that saves one person.
You’d be hard pressed to get general consensus that Biotic Grenade is stronger than anything. I wish they would tweak that thing, mechanically speaking. It’s the support defining ability and it kind of sets the bar mega high for new and old characters.
Lifeweaver could use some heal associated with the ability or a shorter CD.
They have spent 4 years nerfing hack and EMP cause it takes control away from an enemy character because everyone hated it. Now for some unknown reason they decide hey lets put in ANOTHER ability that completely removes control of someone else character this one is friendly so we can’t even damage the character to stop it. I will never understand how they can be this ouch of touch.