You shouldn’t need 2 medics for 3 players

I know this is a bad time to say that each team should only have one medic (support), being that in the beta they are having a really hard time as is. But I just find it odd that nearly 50% of a team needs to be supports to make this game playable?? (Actually now that I think about it, this is exactly what GOATs was doing until bliz put in role queue). I’m not an fps/moba expert so I’d appreciate your insight, but isn’t there usually one support per squad in similar games? I think in Team Fortress 2 9v9 competitive there is only one medic, and in League of Legends only one support, and in Valorant only one support. I’d like other examples.

I know the main argument everyone likes to regurgitate is that the game will turn into “who can kill the support the fastest”, but that seems easily solvable by buffing supports, buffing peeling abilities, and giving more self-heal/armor etc to dps. It seems kind of low-brain to think the only solution to a support getting dove on is adding another support, instead of actually balancing.

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It doesn’t change the fact that killing the support/tank decides the outcome of the fight.

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Don’t worry blizz announced 1/3/1 for ow3 in 2037

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You’re right in that most games play with one support, however overwatch is basically doing that, in ow1 you had main healer and off healer, often times you didn’t want two main healers because you’d be lacking a lot of utility therefore the second support was more of a cc/damage dispenser than an actual healer

For ow2 however it’s kind of the opposite where all supports aren’t really required to heal all the time so you barely even have half of a healer

To answer your question then, yes most games play with 1 support and while in overwatch it’s hard to see you basically also play with 1 or less than that

I think you mean 1-2-1.

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In higher level gameplay basically killing ANY player decides the outcome of a fight. Once you make it 6v5 (or now 5v4) you’ve likely won the fight.

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ATM in the beta, the supports are still balanced around 6v6. Their healing output hasn’t been addresses for 5v5.
And infact a couple of supports got increased healing in the beta.

Makes little sense, hopefully this will be address in future betas.

This isn’t true. OW players are used to continuous healing. Like literally non stop healing. If you get damaged for 50 hp, players are used to getting topped off a second or two after, if not they start losing their minds about needing healing.

Players have been spoiled into thinking the game should play like this. Non stop continuous healing.

Ana’s anti nade wouldn’t even be an issue if players were not used to having healing continuously every second or they feel helpless. Like being hit with an Ana made makes everyone panic because of this.

It’s ridiculous.

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Just so you know, it’s flat 40%…

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So why make it worse then?

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Removing one tank didn’t make it worse because they balanced it out by buffing tanks. The same could happen for supports.

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Buffing the tanks only makes them more important to the fight. Losing 1 tank means even biggest disadvantage.

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So you think there should be 5 tanks and 5 supports? :joy: “Moar!” is not the answer, balance is

Are you serious?

No

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We don’t want to fix the situation so we’ll remove it instead.

Sounds like Blizzard level problem solving.

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222 was just fine. 5v5 is trying to fix an issue that doesn’t exists.

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The game will always be about who kills the support first. All you really do by removing one of them is just make the remaining one even more important to kill first.

and what exactly is the problem with 2 healers anyway? You go on about what other games do, but Overwatch doesn’t need to do something just because other games did it. The main issue with GOATS was not that half the team was one role, but that DPS was rendered basically irrelevant by it.

Which buffing everybody to be harder to kill seems like it’s just going to make DPS feel worse to play. I get people like to claim DPS players “Just want free kills” but the reality is that they want to feel impactful too. They want to feel like their damage is actually worthwhile.

It’s already pretty sad to see in OW2 that tanks have 10 times your survivability and still do like 80% of your damage. You start feeling like the younger brother that’s only there because mom said to bring you.

but everybody would rather be hanging out with Orisa and Reinhardt.

1 healer for 4 teammates taking damage from 5 sources is not enough.

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This is obtuse. Queue times was the problem and is the primary reason 5v5 was implemented (though I don’t think it will reduce queue times). Secondary problems were double shield and screen clutter from 12 people on the field.

In my experience killing the dps yields the same results in 5v5 as the supports fall shortly after

Why does it work in others games?