Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thus moon knight is basically required to break teams
(outside of ikea version of moira balls or that one ability that can be used every 12 seconds or something)
adam, cloak, invis woman, jeff, loki, rocket, luna and mantis (so that's literally all of them) can self-heal
the majority do it with 0 cooldown
even among the 3 who use cooldown to self-heal, loki is doing it via shooting himself with his own clones, so cooldown usually isn't an issue
both luna and mantis (the infamous top tier picks) self-heal when healing others which is part of why they're so strong
It's also the case that Mantis and Luna Snow's ults provide far too much healing, though in this case, the amount of healing they provide should probably be about halved. Again, this shouldn't be able to protect a character from death if they're taking very heavy damage, especially for Mantis who can still act during hers and thus combine it with other sources of healing.
Luna needs to cast one of her abilities to self heal. She doesn't naturally heal herself with Cryo Heart to my knowledge. She will heal for 30 hp/s if she casts either Ice Arts (changes primary fire to a piercing beam) or Absolute Zero (her freezing shot)
Most of the healer's greatest weaknesses is lack of movement skills. They are sitting ducks for flankers so they need some type of counterplay at their disposal.
Rocket has his jet dash and wall climb
Jeff has shark form and bubble speed boost
Luna Snow has her freeze
Mantis has her sleep
Invisible Woman has her double jump
Cloak can turn invisible
Loki can swap places with a clone
Adam Warlock is the most vulnerable, but he does have access to a self-revive.
Generally, being able to survive being dived on is one of the most important skills for any healer player. A good healer player should always be the last player on the team to die.
Yes, they have CC elements, but they don't have movement skills.
Rocket, Jeff, Invis Woman, and Loki do, two of which are seen as much weaker healers.
Luna, Mantis, and Warlock do not. Cloak and Dagger kind of does, but it only lasts a second and a half and you won't be moving far unless there's high ground you can escape to.
I'd even argue that Invisible Woman's double jump is movement light as any tickle damage will pop her out of invisibility making escape unlikely.
For Mantis and Luna, you need to hit their CC ability which is far more difficult than just dashing out of danger.
It's actually kinda not that hard. Mantis's especially is quite forgiving. I was atrocious at hitting Ana sleep darts and I still hit Mantis's sleep cloud almost every time.
Sleep cloud also kills squishies too, since you can fire 2 shots before they wake up if done immediately. I killed a Psylocke like 5 times with it in one match last night, it was pretty comical.
If healing is to be nerfed, damage has to be nerfed simultaneously. However, if that happens, then we're going to end up with Concord's TTK (to which I heard it was EXTREMELY slow for a Hero shooter from what reports said about it).
All that said, I do believe most Ultimate abilities need toned down. Moon Knight's ult as a damage example now nearly auto-kills anyone that isn't a tank, support ults full healing and constantly regenerating health on long period timers can most of the time make it impossible to counterplay. There are certain design aspects of characters that need shifted down a few notches. Too often it feels like "[X Hero] pressed their button, they win the fight" which to me does not sound like healthy design on a number of current ultimates.
Though I don't disagree that these windows are forgiving. I'm just pointing out that healers need some type of counterplay since most don't have movement abilities to escape flankers. A movement ability has greater utility in most cases for survivability. This allows them to escape a number of attackers at once. The freeze and sleep are good if there's only one flanker. At higher ranks, flanks get coordinated where it doesn't matter if you freeze a psylocke if there's a venom or spiderman to finish the job.
That's not to say they don't have ways to survive, but that creates the need for some type of defense or self heal. Without such abilities, healers will simply need babysitting which 1) doesn't happen in random lobbies, and 2) isn't fun for the healer or their team