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Exchanging the passives for Overwatch 2
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Ok, hear me out. I've been following very few (yes, very few - OW2 ain't out yet boys) videos from content creators in Youtube, so I do not know if this has been thought of yet, but I feel like this is a possible way to shake up the changes in Overwatch 2 (with 5v5 in mind).

TLDR; What I have in mind:

  1. We exchange the role passives of DPS and Healer.
    1. Give DPS a slow heal to enable the flanking better, but also make it so that they don't get away if caught overextending.
    2. Allow Healers to retreat better but keep their injured status - making it harder to heal by just standing in the open. So they don't get rewarded by not seeking help/cover.
  2. We do a reversal for the Tank passive.
    1. Tanks retain the ult charge they give as they are in Overwatch 1. Convert some HP into Armor hp for shieldless tanks and increase ult charge generation whenever they damage an enemy to compensate for this fact.

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We exchange the role passives of DPS and Healers, why?

  • An extremely fast DPS is hard enough to hit, making them move faster is gonna spell trouble whether you group up or split up. They'll just flank you either way. And if they can't get the job done, or an opposing dps spots them, they'll run to a health pack much faster, no problem.
  • If we instead give them the Healer's passive and extend the much needed duration that they have to wait for the passive to regen them, it gives a breathing room to let their team catch up and gives a chance for the enemy team to chase them down if every they're just sneaking around the backline. This way, they can't regen since they keep getting chip damage... Unless they get a health pack. (Oh, and to be clear, don't let them regen health if they are firing their weapon. That just feels like cheating.)
  • Tanks usually peel to protect mostly their healers and secondary to other teammates, and this used to be a nice set up with 2 tanks, since 1 can frontline and another can peel. Trying to do both in Overwatch 2 makes it impossible to know how you can set up a fight. And let's be honest, everyone is gonna do dive every single game. If your enemies have a Ball, a Doomfist, a Genji, a Lucio, and a Mercy - your ally Reinhardt is gonna have to do the walk of shame back to the spawn (or jump a cliff to be faster) just to swap off to something that can catch up - and that's gonna be every single game. (Rest in peace, my golden hammer.)
  • If a speed boost gives incentive for the DPS to flank, a healing passive would enforce it better since they can take a small health pack and let the passive do the rest of the healing. Being careful that we balance this out by extending its activation time and reducing the heal by a bit so it doesn't go too wildly. (The difference between a Plat Tracer and a Dia Tracer? Who gets to the health pack first.)
  • Allows the defending team to actually catch up to a flanky enemy dps without having to give away too much space in the frontline. (Oh yeah, that tracer, she'll run out of blinks pretty soon..... pretty soon....)
  • As for the healers, what healer keeps themselves injured for too long? They don't need healing, what they need is a chance to retreat so they can properly heal. And healers always have each other's backs since day 1 (okay, maybe not day 1, but probably starting day 50) of Overwatch.
  • If the healer passive is more healing, then there may come point where things get redundant pretty fast. You could probably just remove 1 healer too, seeing as how 1 tank is already gone, you wouldn't need another healer if Ana can just drink her tea, spam "need someone to tuck you in?", and be back to full health in no time. (And to help ease the pain, let us deactivate the passive if they're fighting or healing someone. I've got enough DPS Moira PTSD, you're gonna make me play Brig at this point.)

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Why a reversal to the Tank passive? "Tanks gain 50% increased ult generation per damage to enemy."

  • It was a passing comment that I heard while I was watching one of the youtube videos. Apparently, trying to get any ult takes so long since there's only 1 tank per team in the field, and their ult charge granted has been reduced. And I believe, if we keep the regular ult charge granted by tanks, it should keep things somewhat the same as playing in Overwatch 1. We live for those Ultimate powers, right? It makes Overwatch feel unique at times.
  • SO, with that in mind, what if we increase the Tank ult charge generation per hit by 50%? Passive ult generation stays the same, so you can still blame the tank if he isn't doing much. Anyway, everyone is gonna be shooting the tank, so they'll get their ult charges pretty quick. But so does the Tank with each hit from him, and makes it so peeling and frontline aggro don't have to feel like a chore. (Chores feel unrewarding, alright?)
  • Tank ultimates are powerful and I feel like it always helps the team in so many ways. So, since the tank is no longer just plainly bonking each other's head, we ramp up their charge so we can all shatter/grav/dva bomb/bongo to our heart's content as if we fed from 2 enemy tanks in the field. I just really think that this would enable and reward teamwork when you can keep your tank up, and your tank provides windows of opportunity. Makes for fun gameplay. Really!
  • It does pop up a problem that Roadhog would just become an ult battery for Tracers and Reapers. So, we can go about this in two ways:
  1. Shieldless tanks keep their 50% ult charge generation granted. OR,
  2. Shieldless tanks now have Armor hp, and just increase the armor hp across the board by converting 100 regular hp into 100 armor hp. Dva goes back to 400 armor with 200 health. Hammond now gets 200 armor instead of 100. We might even go higher and make it 200 armor. Though this does concern me since its evident how damaging Hog is compared to Rein.
  • The Overwatch devs have tried to reduce the barrier health to allow the dps more room to play. I'm ok with this since the shift to aggro play does make the game more fun. (At least to me.) I'm just hoping the DPS are ready to take the spotlight, since this might be the time that the idea of taking space will be role reversed between DPS and Tanks. "You hear that Genji? Now you gotta make sure the payload gets to its destination or we're all doomed!"

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That's all I could think of right now, and I don't even think I'm convincing enough. But hey, that is my opinion on things, and I just wanted to know how someone else would view this.
Be gentle on the reply, please. (Sad redditor noises).

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I feel like he meant feed as much as he does now given the op's idea to not half the ult charge they give.

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3 years ago