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I regularly have 20-30k healing games
And his ult wins fights.
Maybe his gun left click should heal st for more health, like why is that not a thing? he needs ST heal shooting and aoe ball healing, maybe his heal balls should deal aoe dmg too?
Try to use the environment to have them bouncing around throughout the fight, especially with the last few before a reload. You'll keep a big secured zone of healing, to hold ground or to help propel a push.
Second, if you want to heal someone further into the map you'll often want to fire several at once, to get heals out there that aren't being slowed down by actively healing someone.,
Third, your bullets and heals share a reload, not active ammo. You have 8 heal balls. You can keep an eye on the ammo count so you're not as caught out.
Fourth, if you were able to outheal all the damage for a whole fight then he'd be broken. If your teammates are over committing in a fight and dying out early then that's a different problem that healing cannot solve.
...Though Rocket has that BRB respawn on a 45 second cool down, which is about as close as you can get.
Calling out Storm's Primary buff is also a good example of how important damage falloff is; people miss that they didn't put in the notes that they bumped Storm's falloff from 15-30m to 20-40m and it's making a massive difference. Rocket's gun can absolutely shred in it's range (192 DPS) but that range starts falloff after 10m and sharply caps off at 20m.
RR's damage numbers are usually low because 90% of the time it's not efficient for him to fire his weapon and you're better off just putting more orbs out: if someone gets in his face then he can melt them. Mantis also can just toss heals out and let them do their work while she deals damage; big difference is Mantis' damage is efficient all the time because she has no damage falloff on primary.