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Maybe if you only have 1 X then you get 100% of all the damage/healing/resistance numbers. when you have 2 of them running around it scales to 90% which is completely managable and as intended. But when you have 3 of X class it goes all the way back to 60%.
X can be DPS, Tank, or Support/Healer.
It might even have fixed this overly agressive maining issue too.
Also this... TF2 figured this out years ago with Medic's crit heals lol
The problem with GOATS weren't the tanks having too much damage, the problem with GOATS were the supports than enable the comp AOE healing was the problem an at that point having to rework 5 character was more problematic that setting restrictions to align the game to the way it was "set to be played" that was "2/2/2" at the time, if you think that the problem with GOATs were the tanks they you dont understand the composition.
They even tried to do test other teams comps on the "experimental" card with "1/3/2" but that was a ♥♥♥♥ show.
It's still really powerful if you use Lucio and Brig with ram, Queen, Doom, ball or Winston.
You are missing the fundamentals of team compositions, and looking at GOATs at a very surface level. Sure, AoE healing from Moira and Brigitte was too much. But why was it not an issue in dive composition? Because You get one-tapped by Widowmaker. So even if You had 1000 HP AoE healing per second, it wouldn't even matter.
There is a major flaw in Overwatch team composition, that is its too reliant on hero synergy. Some heroes boost certain heroes more than others, while hardly interact with some other heroes. Pharah and Mercy for example, are known to be one of the strongest duo of all time. Meanwhile, Pharah and Lucio hardly interact at all. Pharah herself is a very balanced hero, but when paired with Mercy, feels too oppressive. This is just an example of one hero, but it applies to every hero, and it extends to team composition as well. When one player decides to pick one hero, often half or more of the team roster is fixed due to that. Again, using Pharah as example, by virtue of having her in Your team, one of the players will have to pick a Mercy. Pharah and Mercy usually will play as a duo and hardly ever interact with the other 4 teammates. The second healer will have to solo heal 3 players, so they have to pick a strong healer. Something like Moira or Ana. Lucio and Zenyatta usually offer too little healing. If the second healer picks Ana for example, the tanks won't pick D. Va and Winston. These heroes would usually dive and there is a high chance they would leave Ana too vulnerable, or she would lose line of sight and cannot heal them. To remind You, in this example, the entire team, from tanks to healers, were restricted in what they could pick, by virtue of a single player deciding to pick Pharah.
The second major flaw in Overwatch is balance. Brigitte was the most overpowered hero in the entire history of Overwatch. She countered 80% of the DPS as a healer. Just playing against a Brigitte, which will be 99% of the games, makes the majority of the DPS roster a throw pick. So if the majority of the DPS heroes are unplayable, what else can You pick other than tanks and healers? Before You know it, You're playing GOAT lineup.
The third flaw Blizzard did during the majority of Overwatch is power creep. Specifically survivability increased a lot over time. To explain why this would hurt DPS and create GOATs needs us to dive into the types of DPS heroes. Generally, there are two types:
Pure DPS: These heroes deal uncontested amount of damage. Think about Bastion, Junkrat, Symmetra post rework when her laser was max charged.
Burst DPS: The majority of DPS heroes were burst type damage dealers. They deal heavy amount of damage in a short time, but their overall damage output was very comparable to tanks or the hard hitting healers like Moira or Baptiste. Think about Widowmaker or Hanzo, they need to charge their weapons before being able to shoot at full power. Those things would usually burst a normal hero (~200 HP). Genji, Tracer, McCree, Mei, and many others were burst type DPS.
There are heroes that fit in both, like Junkrat as he has overall high damage output, while also having nuke potential. Some DPS heroes fit in neither, like Sombra. But those are exceptions.
Most of the burst DPS heroes are balanced so they can nuke heroes up to 300 HP, no more, usually only 200 maybe 250 HP. Now when You add enough survivability to all heroes, it kills the potential of bursting. Ana's self-heal for example went to 100, making her have effectively 300 HP. Its hard for a Genji or Tracer to kill Ana in a 1v1 by that virtue alone. Now when You add Brigitte in her team that can heal her, and add excess healing as additional HP, up to 125, making her have effectively 425 HP. And with Brigitte's ultimate, giving her 150 extra base HP, Ana is no longer killable at all. And there is no point playing heroes like Genji or Tracer. Moreover, Ana having a 2000 HP shield from Reinhardt in front of her gives her even more safe space as snipers like Widowmaker will struggle to find any line of sight on her. The existence of Brigitte that shuts down any nearby diver gives her additional safe space. It only gets worse, with Baptise having Immortality Field that has 250 HP, making his effective HP 450, plus self-heal to around 500-600. Moreover, Immortality Field could be hidden behind walls, making the team inside it unkillable. Due to all the survivability creep, burst DPS heroes had no choice but to try and become pure DPS heroes. But naturally, they were not built for it, as tanks have comparable damage output. Here are stats of Sigma and Genji:
Sigma Hyperspheres Damage per second: ~73.3 while firing
Genji Shuriken Damage per second: ~92 while firing (75.87 overall w/reload)
(These information are pulled straight from Overwatch Fandom.)
The damage output of Genji including reload is like 2 HP/s higher than Sigma, which is negligible. Meanwhile, Sigma has 2x base HP, 1500 HP shield that regenerates super fast, Kinetic Grasp which is like a D. Va's Defense Matrix but also gives up to 400 extra HP to Sigma. Does it really justify playing Genji over Sigma, trading so much bulk for a mere 2 HP/s? The answer is obvious to anyone that has followed Overwatch.
At some point, even healers like Baptise were outdamaging DPS heroes like Soldier. Moira with triple gold medals was a classic. The hole only got deeper. Role queue was the easy and arguably lazy fix. If DPS role is worthless, it balances out if both teams are forced to use 2 worthless heroes.
Overwatch only started picking up when Blizzard put serious nerfs to the survivability creep by heavily nerfing shields. But even after Overwatch 2 was released, if You played Quick-Play, You'd know that playing triple tank was much better than using 2 DPS. Again, DPS are just overshadowed by tanks, in most of the games You'd see tanks having higher damage than DPS. The only thing that makes DPS heroes feel useful is the fact the opponent team also has 2 useless DPS heroes.
my approach is fundamentally different. Suppose every tank's damage output was nerfed by 90%. Would You still be able to play triple tank, when Reinhardt deals like 8 damage with his hammer swing? Probably not, as You'd not be able to kill anything. Now instead of nerfing every tank's damage output, You can buff the DPS heroes' damage by say 50% so that now having triple tank makes Your damage lackluster compared to opposing double DPS, and now You're likely swapping out a tank for a DPS. The best way to compensate for survivability creep is to add more damage to DPS heroes so they can again hit breakpoints and be useful.
It is true that this would break up the GOAT meta for sure. But it would upset every balance that the game has, ever. The problem is that the DPS cast is too diverse to just patch with a big bandaid like that. Between 100+ damage per bullet six shooter packing cowboys and 150+ damage per shell hellfire shotguns, area-of-denial rockets and fragmentation grenades that will make the objective the least touched thing in a map, I am honestly not sure what would be worse. Hell maybe it is Echo a face melting beam of 260 DPS? Meanwhile Sombra would still feel underpowered.
I have questions as to if either approach would work. But yet still, I like both ideas better than forcing pooled picks.
i mean, it is obvious that You cannot just update every DPS hero's skill and slam a +50% buff on it. It would need some tinkering and some would get a +20%, others would need +80%. Some may even just need a heavy cooldown reduction, or heavy damage boost but cooldown increase. The general trend is that DPS heroes need a very strong buff to bring them back into the game. Isn't my example baffling, that Genji deals only 2 HP/s higher damage than Sigma?
It absolutely is. To me this has always screamed design issue. One that they tried to justify by not giving Sigma high-mobility and not giving Genji battlefield disturbing tank like abilities. Stuff like this should have been taken into account from the beginning and is neigh impossible to implement post launch without a lot of frowns from the playerbase.
Now just to roll that back to the original question
I would REALLY have liked to do a drastic overhaul or what Saana is recommending, player feedback be damned. But that manpower and knowledge evidently is not in-house to do something like that in a satisfactory manner.