"I need Healing" while full hp should just make the character ask "pocket me" instead.
@jodlaa51422 ай бұрын
agreed, although I sometimes do it as doom just before slamming into their backline so that the supports know I'll need healing in a second or two xD
@provonic91872 ай бұрын
We could also have a specific "pocket" communication, instead of it changing itself (although that's also possible because of how the "healing" communication works)
@ZoraMC2 ай бұрын
Something like "I need backup", "I'm going to take damage" or "I need follow up" would be a better phrasing but yes, good idea
@the24throguecannon2 ай бұрын
imagine a contextual system based on the burst damage of the enemy comp where if the health needed would avoid one shots it works even at nearly full hp but otherwise won't
@aceofpurity2 ай бұрын
Rank up and you won't have to ask that😂
@MrSebastionM2 ай бұрын
I changed my "I need healing" to "I need help" ages ago. I dont always need healing, sometimes I need peel. If a tank hears that I need healing, they're gonna think "Not my job." It could be changed, like suggested, to have multiple lines like "understood & attack objective."
@dkir59332 ай бұрын
I wanted to do that for a long time already too. But you apparently can only map i need healing+i need help. To the same key. Not either individually
@spookiboys2 ай бұрын
funny thing is tanks and dps (outside of like soldier?? cause heal pad I assume) don't actually hear the 'i need healing: line, only supports do afaik
@oksobasicallyimmonky2 ай бұрын
Take a shot every time karq mentions the workshop dev interview
@justcarver42722 ай бұрын
Lol I was thinking something similar
@mp-34412 ай бұрын
For real. Feels like he mentions it almost every video.
@dagenham422 ай бұрын
Suggestion: DPS passive should be reduced individually but stack This could take away any one DPS's ability to keep everyone at -20% and would reward teamwork between the DPS.
@Pellbort2 ай бұрын
Suggestion: Symmetra needs an automatic pulsing ping on both ends when she casts teleporter. It's way too easy for the rest of the team to ignore or lose track of. Honestly, I'd prefer a fking roadhog hook to fly out of it and drag them into it, but I'd settle for the ping.
@ahappyiguana24752 ай бұрын
I think you maybe misunderstood the Ram nemesis from suggestion, what they mean is making Ram able to freely swap between the forms without the cooldown like Ball can, and instead have nemesis form behind a timer that constantly drains while in that form and regens while out of it
@geminimaxxim2 ай бұрын
I think it's less that he misunderstood, more that he just doesn't think Ram needs changes right now
@MetroBreezyy2 ай бұрын
And having nemesis form on cooldown allows a punish window considering he has block infinite. Ram is great
@ahappyiguana24752 ай бұрын
Yeah i agree that Ram is pretty good right now, as someone who very much enjoys playing him a lot, just wanted to make sure
@hellfers162 ай бұрын
Suggestion: Customize indication of damage received. Now, very often, being at 30% health, I have no idea about it. I would really like to be able to 1. customize the display of injuries (redness along the edges of the screen) and 2. markers of received damage (stripes around the crosshair indicating the direction from which the damage came). For example, on a tank I don't need red pulsing only at 10% HP. I would like it on the screen at 60-70% HP when my armor drops. At the same time, I don’t need this on Genji, because... 50% HP on this character - working condition) Selecting values for the hero individually. Same to the dmg recieved marks. I want to customize it :D Why rein's hit with 100dmg looks like a giant fat quadrant, Hanzo's arrow looks like a tiny pixel? :C I'm used to the display in OW1. During the OW2 alpha, I even made screenshot comparisons (because I couldn't understand why I was so uncomfortable) and the difference is huge. + Quite often, in the heat of battle, I don’t notice how half of my team dies behind my back. The volume of the sound notification about the death of an ally cannot be adjusted. The kill feed at the top right of the screen cannot be configured. Wouldn't it be cool?
@Aws0meness2022 ай бұрын
Bro, this. I need this
@Demonboy2382 ай бұрын
Agreed. More customisability would be nice. I have my voice lines around 75% to hear enemy ults but it's really annoying hearing a JR say "Its snowing" at the same volume. Having the option to change voice line volume depending on the type of voice lines would be nice.
@jackobatgaming2 ай бұрын
My suggestion to help LW (who I think suffers from lack of team utility) is to give his heal blossom an additional effect if you hold it until full charge. It could be that a full charge blossom splashes healing onto friendly targets near the main target, or maybe it can travel through barriers, or it ignores half of any anti heal effects, or maybe even something as simple as a fully charged blossom doesn't decrease his ammo count. Currently LW seems most efficient to not bother to hold for a full charge, and it would be cool to give him an incentive and reward for good resource management. Alternatively, make the min heal from his fast (non charged) heals better so there is a time and place to spam out fast heals with the trade off being going through his ammo faster and thus spending more time reloading. Currently there just feels like there isn't much depth to his healing, and there certainly COULD be.
@RefreshingCrack2 ай бұрын
I'd say double his ammo count and make uncharged shot cost two ammo.
@nixsnowsong67322 ай бұрын
I think that barrier suggestions only helps against Winston. Currently LW and flick his healing in a direction to bounce it around any existing shields
@keboardsmashingnoises2 ай бұрын
As a lifeweaver player, I've found my major issue to be healing multiple people, so I like the idea of a full charge blossom having a splash heal, probably 20-30 healing. I personally have been thinking his dash should trigger a healing pulse around him as well. Both could be interesting.
@jackobatgaming2 ай бұрын
@@nixsnowsong6732 Yeah I was mostly trying to think of stuff we don't already have that might be interesting utility he could bring, that wouldn't feel too crazy.
@StoneCompassMedia2 ай бұрын
Along the idea of making the I need healing voice line at full health silent. I've had a few experiences on support where friends and ransoms used it as a way to kind of say "look at me I'm going to make a play" and that they'll need a little support so maybe not making it silent but I like the idea of saying "I'm at full health" for the other times people are too zeroed in to realize they don't actually need the health
@heyyou99032 ай бұрын
Another line for I need healing is when you’re already being healed to say thanks for the heals or something
@simplerabbit21862 ай бұрын
Suggestion: Rammattra, Revert (canceling Nemesis back to Omnic) should Cleanse. Think like shedding his skin. Rein got damage creeped So Ram is being left behind. But damage creeping Ram would be lame. It reinforces the flow in his kit. absorbing CD's with Nemesis, then cleansing it by reverting. Currently you do they same the same thing, Absorb, then revert behind cover. Nobody likes shooting Block, and its not fun for ram to block. So Anti, Fire, Bleed, Discord etc. could encourage him to Stop blocking immediately since he can Cleanse it. Win-win interaction on both sides. Also massive utility on his Ult. essentially giving him 3 Cleanses. Without damage creeping it. Also funny moments like randomly busting out of blizzard, shatter, or sleep early if nemesis expires naturally.
@stefofc2 ай бұрын
Honestly this sounds like a cool addition.
@krishmas77572 ай бұрын
Suggestions: Baptiste immortality field should have damage mitigation limit before it breaks. Currently the most annoying part about bap lamp is that it can be hidden behind corners. If you put a damage mitigation limit on lamp then you have a second way to destroying it; you can either shoot the lamp or pump damage into the heroes. obviously it can still take at least 1 hit no matter how powerful.
@Koltino2 ай бұрын
Suggestion: Outside of coordinated play, Lifeweaver will always have the problem of gripping causing frustration to the person being pulled. To fix this, Life Grip could have two parts: a "Life Link" where you connected to a player while giving them some positive buff, and then the Life Grip, where you pull them back. This positive buff could, for example, give the linked teammate a portion of lifesteal on damage Lifeweaver deals. This would allow the gripped player to know ahead of time that they're going to be pulled out, give them a direct benefit to feel less victimized by a grip, and to add utility to Lifeweaver's underutilized secondary fire.
@zarlus82 ай бұрын
I would agree in that the surprise of being pulled is part of why people complain. They think they're in a good spot or about to win a fight and suddenly removed from the moment. So instead of being grateful for the save, they are instead "robbed" from gameplay. (Assuming this was a good and necessary pull) I main LW and when I play another role and get pulled it is disorienting, but I can think back on why I may have been pulled and adjust my play. Without the insight of playing LW I might say it's harder to reflect on why a pull happened. It would be helpful if there was a way to indicate when LW (or supports in general) are giving focus to teammates. So pull isn't such a shock, and also they know they will be getting heals.
@supermegaultraawsome2 ай бұрын
Only problem with this is it removes a bit of the play making potential LW has in quickly reacting to a dangerous situation his teammate is in (getting caught in sudden ults for example) and pulling them to safety. This acts more like a pocket. I guess if the time between a tether and pull being available isn't much then it could still be used like that, but you'd have a little more heads up?
@ellysemilton13092 ай бұрын
It's probably just be better to change it to providing a base buff (likely something to buy time, possibly with a slower fall speed for environmental deaths), with a secondary effect on Interact to pull, under the targeted player's control instead of the Lifeweaver. This would entirely remove the frustration of being pulled when not wanted, as it's on them to decide to be moved, while still keeping the ability's intended purpose.
@Koltino2 ай бұрын
@@supermegaultraawsome Yeah, the cooldowns would have to be played with to find a spot that feels fluid to use. My hope is that it would actually encourage playmaking, as it woiuld shift the ability to be used less to fix bad positioning and more to allow a hero to go on a riskier dive with the knowledge that they'll be recoverable. It does remove flexibility, but the buff the tether would provide makes up for it.
@wuzziecrunch53822 ай бұрын
I actually would really like to have a HUD feature that tracks JQ’s wounds (maybe just have it set as a number of wounds inflicted under the crosshair) so you can better manage engages/disengages
@geminimaxxim2 ай бұрын
Suggestion: Normalize the health pools! There are too many different health totals across all of the non-Tank heroes. It's messy, it makes breakpoints hard to balance, and it must be a nightmare for new players. Aside from Tracer and Bastion as specific exceptions, all non-Tank heroes should have either 200 or 250 HP, based on their playstyles. Even within the Tank role you can have 500 HP for the small-bodied Tanks, 600 HP for the average ones, and 700 HP for the big bois. It's a lot cleaner, easier to balance around, and honestly it just makes sense. And another one if it's okay to double dip Suggestion: a Mauga rework! For this idea, Mauga would have two health bars (300-350 each, probably). The first bar gives Mauga damage resistance, but once it's depleted it has to passively recharge before it can apply again. Then his second bar is just normal HP. Additionally, using both guns simultaneously would be locked to Cardiac Overdrive, which would use his first health bar as a resource instead of having a regular cooldown. This makes it less of an "I can't die" button, and more of a "You need to die NOW" button. The whole idea is a lot more nuanced than this, and would naturally come with adjustments to the rest of his kit, but I wanted to keep the comment concise.
@ccricers2 ай бұрын
Suggestion: Suzu should grant invulnerability only to full health teammates with no debuffs on them. Think of it as a bonus buff that happens only when they're already in great condition. Otherwise it just acts as a regular cleanse with burst heal.
@robertoduran39632 ай бұрын
I like it, that way it's not completely removing it but not op in situations. Good compromise
@brianrodriguez33512 ай бұрын
Ok mr. KarQ and editors, I see you've recently decided to change up your thumbnails to be more distinct from each other. I like it, keep up the good work 👍
@epicgamersauce35162 ай бұрын
9:21 suzu could function like you have a 100 hp "shield" over your health, not shield health in overwatch terms something more similar to a zarya bubble where you could tank one big hit with it and it wouldnt go over to your hp. Then suzu would immor you from big burst damage ults and abilities, but not to prolonged dps.
@debombkillerrow32 ай бұрын
Symmetra needs a rework back to support ASAP. She has been taking up a DPS slot for too long!! Give her the old on-click shields, shield generator or maybe the moving shield? SCRAP THE TURRETS that haven't worked in years and shift her power to be more supportive. This character is dead as is and has needed a good looking at for a long time. And we might as well diversify the support lineup, two birds with one stone.
@beywheelzhater89302 ай бұрын
The one issue is they will have to rework sym to have some kind of healing ability which may not flow well since biolight is explicitly a LW thing I know you may be saying “sym was a support before without healing, it is called support not healer” but OW2 is not built like OW despite being basically just OW1.5. Look at how high healing numbers are in this game, how DPS had to get a healing negation ability to deal with how easily people could be made virtually immortal. The game made dummy high healing numbers and was balanced AROUND dummy high healing numbers Having a support fully unable to heal will probably be CRIPPLING for a team in higher tiers of play since now the other support is solely playing team upkeep.
@Indeeeex2 ай бұрын
To complete the suggestion regarding junker queen bleeding, a number of how many targets are bleeding instead of how much bleeding. It would be useful to track the health regen correctly. I would go even further by reworking the bleeding. Making it stacks on junker queen based on bleeding damages and refreshing/increasing if cycle correctly. Some sort a mild berserker playstyle.
@whoahanant2 ай бұрын
Pretty sure they added immortality to Lifegrip specifically because you could just track and kill people. It wasn't initially there but when he came out you could easily just kill the person in or at the end of the grip. I have less issues with immortality overall when it's ONE person. Bap and Kiriko give it to multiple.
@grantborden41312 ай бұрын
Suggestion: zen harmony orb should heal like 20-30 hp when it’s put on someone, but be placed on a 1-2 second cooldown to prevent spam healing. This would promote a more engaging healing play style while still keeping his kit similar. Too many zens place orb and forget about it, giving him a small amount of burst healing could help players get more satisfaction from “saving” people.
@adamnetski78872 ай бұрын
Suggestion: When someone cancels Sombra's hack by shooting her, it should go on a much higher cooldown. If I am correct right now by canceling it, its put on a smaller cooldown than when the hack suceeds
@gdwe18312 ай бұрын
I'd like a compounding timer with a cap at say 10s. Alternatively, just delete sombra.
@tymunster2 ай бұрын
Lifeweaver being able to throw out an 80 healing charge while dealing damage sounds op... but Bap does this with 70 healing that can AoE, and Kiri does this with 110 bealing
@filipesimoes13432 ай бұрын
How does add The Queen bleed on the end Help? The point is if you know how Many bleed stacks you have up you know how much healing to expect
@justinbriggs16362 ай бұрын
I think the health bar should have a portion where it’s outlined for the heals you’re about to receive from bleed. So if you’re at 100 health, you’ll see an outlined green bar to the right where your health will go in the next few seconds if you take no damage. This will give a good indicator of what your life really is. Allow you to be more aggressive at a glance.
@Shzl472 ай бұрын
@@justinbriggs1636 that would be great as a general thing for all heroes that receive a heal-over-time
@bodacious122 ай бұрын
Suggestion: They should add a map rotation/voting system where 4 maps rotate every 2 hours or so, and you can vote for which one you want while you queue, the map with the most votes gets played, and popular/new maps are more likely to appear on the rotation (such as King's Row)
@MasterMemo2 ай бұрын
Sounds like Splatoon mixed with Mario Kart
@kidmagic82 ай бұрын
Suggestion: There should be a little UI element for Tank and DPS for when they're within LOS of their support. Maybe just a tiny little plus sign above their portrait? Or make the current dps passive indicator change color when they leave LOS of both supports. It would just be a little indicator of whether they should have any expectation of healing in their current position.
@ellysemilton13092 ай бұрын
Supports could use that as well, especially if they need to know if the other support isn't there to help.
@murilotheodoro50252 ай бұрын
this would make people so toxic when they perish while in LOS and will start spamming "report sups for not healing" on all chat
@robertoduran39632 ай бұрын
I love this idea, I'd apply it to everyone though in case one support gets low and the other needs to heal them. Too many times when I'm tank and my friends say "I can't see you" when I'm trying to push in or get a bit too greedy lol
@chibong79222 ай бұрын
great idea
@plumpduckk2 ай бұрын
Quickly glancing behind you works as well
@AD_Nelson2 ай бұрын
2:04 I believe they mean an additional information to the right of the scoreboard, similar to Baptiste's "Damage Amplified" stat. And in that case, yeah, good suggestion.
@zsedforty2 ай бұрын
Just because bad Lifeweavers exist doesn't mean us Good Lifeweavers don't deserve better Life-Grip functionality and reliability.. 😢
@chrismclean47892 ай бұрын
Suggestion: Rework tanks so that they are no longer countered by a single support hero (ex: Ana counters every tank). I'll give one idea for Roadhog: He will now have an ability where a small shield pops up in front of his face, and it also covers the upper half of his body. You could use this shield when an Ana nades you, to prevent critical headshot damage and some of the regular damage. The shield would have 250 HP and would last at most 4 seconds. The big reason why tanks worked so well in OW1 is because you always had a Reinhardt to shield the Roadhog whenever he would get Ana naded. But now, you just get melted too quickly, without any healing.
@gdwe18312 ай бұрын
Just delete sombra and nerf cree/hanzo bursts
@sawah7652 ай бұрын
Suggestion: allow Lifeweaver to see enemy healthbars at all times. LW players can't make a fully informed decision on when to use lifegrip without knowing the health of enemies around the ally he might grip. Swapping to thorns just to tag health bars from the backline costs him more time than it does for any other support, and he might fail at it for enemy squishies. If it's too OP to let him see all bars 24/7, at least make tagged health bars be visible much longer for him. For example, your genji blades on a zen without ult and genji's hp quickly drops. If LW could see Zen's hp, he'd be able to judge that Zen will die to 1 more swing, and trading our genji for enemy zen is worth it in the current game state. Life grip doesn't make much sense in a fast-paced first-person game. Especially when it can make perfect sense to trade your life to eliminate a specific enemy.
@sawah7652 ай бұрын
I'm a brig main and I especially notice enemy LWs mess up when he's playing with a dive comp. I've been saved by enemy lifeweavers so many times. Even if my team can revenge kill the person that killed me, it's worth it because my death essentially kills my ana as well by the 4 remaining enemies. But LW gets scared and grips them out just cuz I swing-bash-whip combo'd them. I spent everything and if I've LOS'd my ana, I'm dead.
@murilotheodoro50252 ай бұрын
Suggestion: Karq should add this to the next video
@pilgrimwastaken2 ай бұрын
What if the "I need healing" voice line also pinged all nearby health packs, like all packs within a certain radius. That'd be interesting.
@connor.chan.jazzman2 ай бұрын
Dang that would be interesting
@isailing2 ай бұрын
Suggestion: These are some ideas for a Lifeweaver rework I've been thinking about lately.... Rework Thorn Volley into Thorn Burst. Thorn Burst would function similar to Zenyatta's alt fire. A short, powerful burst of damage makes weaving DPS and heals a little more fluid and natural feeling. This would also become a charged ability, similar again to Zen's alt fire, where firing it early produces fewer projectiles and less damage. Make Healing Blossom and Thorn Burst auto charge and share a single charge. The clunkiest part of LW's kit is the transition from healing to damage. In order to deal damage, you need to give up time that could be spent charging a blossom or even cancel a blossom mid charge. This naturally leads to a healbot playstyle because there's so much friction between the two abilities. If they shared a charge that built up almost like Illari primary fire, you would still have to make a choice between damage and heals, but that decision can be made in a split second. Obviously this would need some number tweaks to healing and damage, but that's normal for a rework. Personally, I think increasing the charge rate, but lowering the healing and damage figures would feel best. And now my favorite idea, change Petal Platform into a deployable jump pad. Let's be honest, Petal Platform sounds like a cool ability on paper, but in practice it's very difficult to get value out of. Half the time it gets placed, a teammate stumbles onto it accidentally, wasting a one time use cooldown. I've seen it used selfishly as an escape tool for LW more than anything, which I think is problematic for a support utility. A jump pad by contrast could be used multiple times by the whole team. It could really open up high ground on a lot of maps that feel restrictive. I think this ability would shine on maps like Numbani, Dorado, Eichenwalde, and Gibraltar, where paths to high ground are annoying to access. Think of all the heroes that lack any kind of vertical mobility that could benefit from something like this. I believe it would promote creative pathing and using more of the map by both attacking and defending teams. I feel these ideas keep Lifeweaver's identity intact but might make the character more fun and useful to play. P.S. I'm really enjoying this series, please keep it going!
@blturn2 ай бұрын
He genuinely doesn't need much to make him better, just slight tweaks to abilities: Primary: The healing/Damage channel should start when you toggle modes. Petal Platform: Using the interact key, the platform should be lowered back to the floor for reuse. Additionally, allies on a platform receive a minor fire-rate boost. Life Grip: Reactivating the ability while in use lets you cancel the grip early. He was initially made to treat his two primary fires like separate weapons. They removed some clunky aspects, so bite the bullet and make the swapping seamless. Petal Platform feels awful if someone accidentally stands on it, falls off, or uses it selfishly. Allowing it to be brought back down for reuse can remedy this. Also, the fire-rate boost while on it can incentivize remaining on it. Life Grip is obvious. Sometimes, you grab the wrong person, or you want to move them slightly.
@dkir59332 ай бұрын
Honestly loving the idea of thorn burst with a common charge with heals. Makes the character have a rythmic cycling feeling in a similar vein to moira, illiari, bap or mercy to some extent
@xshadow_28x952 ай бұрын
Nah asking for heal at full should be a good way to ask for help when initiating a fight like saying I need back up or something along those lines a silence is pretty bad
@monstermoss8132 ай бұрын
Or if I'm playing support and have full health, I can use that to tell teammates to come back for healing.
@ray23512 ай бұрын
I'm late to this but I just had an idea, remeber CTF (Capture the flag) I thought a nice way to make it more interesting was to allow the flag to not be dropped when using movement abilities, but with a change when user has a flag, if they take damage up to 25% of their max health within 4 seconds the flag will automatically drop. This adds some level of variation and allows movement heroes to be used again in the mode
@trigotauro36312 ай бұрын
The Ram suggestion isn’t a nerf, its a buff. Basically if he cancels the ability earlier, he gets it back earlier (imagine it as a heat mechanic where if you use nemesis form, as the time passes the heat bar goes up, and when you stop using it, the bar will start to go down, so if you didn’t fully use it, then it doesn’t take the same time to go down as if you had completely used it.
@greedisbad98902 ай бұрын
Suggestions I think they should change couple of the healthpack into a boost pack where it boost your damage, give you shield and movement speed for couple of seconds or maybe give you like 15-20% ult charge To balance this the pack will only spawn every 1 minutes and there's not a lot of it, also the pack will only spawn after 1 and a half minute into the game It's just like dota power rune that claimable every 2 minutes and player fought over the rune for it
@adamnetski78872 ай бұрын
As long as Sombra cant hack it, it should be fine
@TehJuiceBoks2 ай бұрын
Suggestion: Push as a gamemode has been criticized for it's lack of verticality, since the bot path is very linear. A possible solution to this could be new push maps having spots where the bot literally has to climb a cliff or enters an elevator with the 'objective slab' the players cannot so there can be parts of the map where a vertical fight can consistantly take place
@zacman512012 ай бұрын
Suggestion: Change armor is a fusion between current armor and old OW2 armor where if it is below a threshold like 50-75 damage it uses current armor and above the threshold it works like old OW2 armor but with like 20% reduction instead of the old 30%. Headshot damage reduction would need tweaking but that would depend on where the threshold would be placed to swap between the armors.
@keboardsmashingnoises2 ай бұрын
My suggestion for Lifeweaver is his dash triggering a small regeneration effect around him (maybe 30-60 healing across a few seconds) I've found Lifeweaver somewhat suffers in regards to keeping more than one person alive, so I think dash should heal people around him a small amount. I don't think it'd greatly affect gameplay, but it might keep someone alive every now and again.
@tgsgresh112 ай бұрын
Bro your thumbnail pic looks like it should be on a health insurance ad
@sawah7652 ай бұрын
They could change how long weaver charges heals(or let him hold a charge while using his thorns), but make his blossom do a heal-over-time kind of like ana's heal. Just adjust the travel speed/heal over time duration to account for having to spend less time afk charging blossoms
@NathanGould-df5ts2 ай бұрын
It's soon a does feel like it lasts an extra 3 seconds or so on the UI but that's because the fox has a really long ending animation it doesn't just pop out of existence
@jobbes32202 ай бұрын
Suggestion: Torb's turret should be his gun. Right now the power is split between his gun and turret, making both feel either very strong or very underwhelming depending on your rank. If you let Torb place his "gun turret" it would let players choose how to play rather than just tossing your turret out and hoping it gets value.
@heyyou99032 ай бұрын
What like old bastion just not a gatling gun?
@TheRolex2162 ай бұрын
Suggestion: Reduce Sym's TP cooldown. If her niche is to tp her team around at least make the tp more frequent.
@leedunkin33382 ай бұрын
There needs to be a voiceline directed at DPS equivalent to "I need healing" but for requesting more damage, suppressive fire, kill confirms etc. There also needs to be a tank equivalent voiceline but replace 'I need a barrier with something like "We need a big guy up front"; Basically something to request they get back to mitigating damage for their team.
@beywheelzhater89302 ай бұрын
A “fuck that guy in particular” line would be soooo useful. Too many times have I pinged an enemy pinning me as a support, such as people with high ground, or enemies who are clearly out of position in our back lines waiting to be easy pickings, only for no one to really take notice as they just let the people pelting our team from what is either an advantage position or a.. questionable one to just keep firing away
@Lappmogel2 ай бұрын
6:45 if they did this it could be an absolutely HUGE boom for the game. Same like how custom maps was a huge boom for wc3. So many people got wc3 only for dota.
@sebbysanity2 ай бұрын
Suggestion - Riens firestrike should be a transform ability which temporarily makes his primary fire shoot weaker firestrikes that have a small DOT component. I think this will make him a lot more fun in the poke game and give him some consistent ranged pressure.
@FBBvivaj2 ай бұрын
I'm pretty sure the archives missions are not in OW2 because they were not imported/recreated in the new engine :/ Agree though they should add them into Missions for all of those who missed out. Would also flesh out that card if it is to stay.
@heyyou99032 ай бұрын
Nooo. they’re not even in the engine? So I can’t stall on Retribution forever on top of the escape carrier anymore? TwT
@terrifyingai2 ай бұрын
Suggestion: Give Ana's anti-nade a self-knockback, giving her a little more mobility and escape when dived. Anti-nade has a long cooldown and is often better used on enemies or allies, so it wouldn't be that powerful to give it some self-boop.
@nablan5182 ай бұрын
When Moira's damage beam is on a target it should pause any debuff timer ( i e. slow, bleed, or the DPS passive) . It doesn't change her gameplay in general but it does add some depth and utility with coordination.
@Framion2 ай бұрын
Suggestion: The player being pulled by Lifeweaver’s Life grip should be able to hit the jump key to cancel the pull. This would allow accidental usages or just straight poorly timed pulls to be negated. Also it could add more depth to the move allowing for more repositioning uses or dodge an ability and get right back into the fight.
@variableash44112 ай бұрын
I’m pretty sure this is already a thing, they added it a while ago
@INeed333Quid2 ай бұрын
suggestion: health should be able to drop to zero in lamp. Teammates survive in the lamp at 0 health. But if they leave the lamp or lamps destroyed (while at 0) they die.
@BayouBunny2 ай бұрын
Suggestion: lamp should act as or be replaced by a miniature shield generator. Would have essentially the same functionality but you can burn through the shield, no more stuffing phara ults
@GoatCat_2 ай бұрын
Cassidy rework: Cassidy is a fundamentally bad ass character and I think his identity as a cool, smooth talkin, gunslinging, sharphootin’, western man has been lost in his current design. 1. His health should be reduced to the default 250 or maybe even lower. I’m going for a glass cannon type of DPS 2.Grenade: When first thrown out the grenade will function as a classic halo style frag Grenade that’s high damaging. It will begin to explode when it hits the ground. Pressing the ability button again will change the grenade mid-air into the homing hinder grenade we know now. Swapping to the hinder will also extend the cool down by 3 seconds or so. This will give much needed nuance to the ability, and will force you to choose which grenade would be best for the situation. Gun: Hitting 2 headshots in a row will make the third consecutive headshot do bonus damage. This just adds more skill expression and leans into the cowboy aspect. Roll: It will go extra distance to compensate for his lower health. High Noon: If you don’t get any kills. The first shot after the ultimate will be a headshot no matter what. Tell me what you think!
@chris619862 ай бұрын
Suggestion: Regarding JQ "bleed meter". No, it doesn't make sense. Instead of that, though, a slightly transparent portion of health would that would be recovered would be nice. Like in RPGs where you drink a potion and it heals over time. You see where your health will end up eventually. The only problem here is the DPS passive, but I don't see why it can't be dynamic depending on if debuffs are active or not. I honestly have no idea how much I'm actually healing myself when I play JQ, so I've never had a good feel of how much bleed effects contribute to her tankiness.
@randomchiz2 ай бұрын
Suggestion: rework Sym Turrets from single-target death beams, into AoE zoning tools (like Disruptor Shot but way weaker). People find a turret stacks obnoxious, as they slow you by a whopping 45%, and provide high damage without the need to aim. Make it an AoE while nerfing the damage down to like 10 per turret, up the individual slow to 20% but remove the ability for it to stack, and make it contribute to Sym's beam charge. TLDR, these turrets would 1) provide value by via inflicting slow/dps passive to all foes in an area, as well giving sym a safe way to gain/maintain charge and 2) be less obnoxious due to the removal of high damage lasers, making Sym's damage come from her own aim.
@eggyoke10102 ай бұрын
Suggestion: Reinhardt should be able to put up his shield and swing his hammer while charging. Maybe even use his fire strike as well.
@daz70572 ай бұрын
In the scoreboard, let's add in a new section which indicates how much healing each player has received.
@Thudd2242 ай бұрын
Ui: why can't we customize our ui layout? I think that having the critical information be at the edges of rhe screen is problematic during the hear of battle. I would like to have a health bar near the middle, between the crossairs and ult charge. Kiriko: why not give her kunai some damage fall off. This would be something to adjust her overall power without having to sacrifice how well her kit works. Reaper: how about firing a slug for his secondary fire. It could do 70-85% as much as a full spread of his normal shot, but with a single accurate projectile. This would positively reward good aim via the headshots and give him a tool to deal with things that are outside of his normal attack range. Mercy: is there any way we can have the self heal when healing allies with her cadeus staff fixed. Her movement is ok, it's her self sustain that needs work. Soldier 76: why can't we have the fire & reload while running. I know it was just an April fools thing, but it was the smoothest he has played, ever. Pharah: will you please give us the jet dive back. In tandem with the recent movement rework she received that ability made her so much more fun to play. Reinhardt: can we please get the speed boost on sheild shatter. The counterwatch (I think) version of Reinhardt sheild break is fantastic.
@jirocchi2 ай бұрын
Tracer's Recall path should be visible to enemies while recalling. I think that's a good nerf without direct number changes. Also, remove the direction indicator when Sombra translocates. It isn't necessary anymore since you can see where she throws the translocator anyway.
@MetroBreezyy2 ай бұрын
Tracer thing: absolutely not that ruins the actual fun of finding her recall spot. It’s been years of “3 seconds ago she was here” leave it alone. Sombra thing: No need. You should be able to see where she throws it. She already turns invisible if you don’t hit her while she’s fading. It sounds like you want Sombra buffs and tracer nerfs. But Tracer has a higher skill ceiling.
@robotdisco9452 ай бұрын
Suggestion: The dps debuff should stay as it is, but if the target is out of combat long enough for the debuff to go away they should be immune to it being reapplied for a few seconds.
@hello743012 ай бұрын
They should make life grip a double interactive situation. one you put a flower symbol on said character you want to pull. Then they decide on the pull, but LW must maintain a line of sight
@kevingriffith60112 ай бұрын
5:00 easy solution, make the lowest health value you can fall to under lamp be 1, but have the lamp do 1 damage to everyone under it when the lamp dies.
@pierreramzy84482 ай бұрын
Yea, there's tons of aways around it in code, but the issue is that from a UX perspective it's very awkward. If you just walk out of it you just pass out ; it would feel very odd
@drakon86092 ай бұрын
nah cuz the 1 in millions chance where someone gets to 1 hp and then into safety while still under the lamp and just dies
@Evan-pt1pd2 ай бұрын
might be a hot take, idk soft CC (anything that isnt a full stun) should scale with the recipient's max hp. example: currently sombra's hack takes 0.65 seconds to cast. this would change to be shorter (0.5-0.55) for minimum healthpool heroes like tracer, and be longer (0.85-0.9) for max healthpool heroes like hog. similarly, this would remove the need for knockback reduction in the tank passive, as boops would be (as a suggestion) about 65% as effective against tanks and 105-115% as effective against squishies. the only CC that I couldnt figure out is hinder, but A) its getting reworked anyways, and B) it was stupid to begin with
@someone46502 ай бұрын
1:30 I’ve seen a suggestion that he should automatically charge up his healing instead of having to do it manually and they should just lower the cap. That way he could switch between damage and healing better and also it’s less strain on your fingers
@Carnagemode2 ай бұрын
Suggestion: Make widdows one shot damage over time to allow some counterplay like lamp, suzu or lw burst heal. It would also fit thematically as her character is based of a spider so her shot is like a posion shot
@mrpallas94022 ай бұрын
Swap lifeweaver’s primary and secondary fire, make his damage a chargeable junkrat nade, and his heals a homing volley (like kiriko).
@blturn2 ай бұрын
Dota and Team Fortress 2, both colossal inspirations for Overwatch's existence, were originally mods. Overwatch should *absolutely* foster the modding scene. I'd love to try to remake Mann vs Machine in Overwatch's workshop, personally. (Dota was a mod for Warcraft III: Reign of Chaos, and Team Fortress was a mod for Quake)
@jrgmen2 ай бұрын
Here’s my suggestion to the Tracer hot take: reduce the distance travelled by blink somewhere between .25m and .5m. Any more distance and it would probably feel like reducing one entire blink (what the original comment suggested) I would leave the recall timing alone. In my opinion, 3 seconds is perfect. Also I’ve played against enough Tracers to know where they will end up after using recall
@TheSaNcHeZa2 ай бұрын
Suggestion: cassidys ult doesn't shoot bullets to kill enemies but once he fires, the damage is allocated based on what was seen in his UI. On top of this, what is seen in cassidys ult ui lingers 0.25 seconds after going behind a wall to deal with server lag. Making what you see while ulting actually happen
@JeffreyHage2 ай бұрын
I play ‘I need healing’ when I’m about to go in as a way to have them keep an eye on me
@yaboyospoons75702 ай бұрын
Counter suggestion for LW. Two things can happen, let him store a charge and it decays to half over time so that way when he swaps back her can throw a heal onto someone immediately. Also make it be thrown when he swaps if he's looking at a teammate. For the inverse, let him build up to half a charge while dealing damage. So if he gets dived while healing and couldn't build up a charge, he and his team aren't left out to dry. I think these changes could let the weapons flow more between them and allow LW to defend himself or the other support and not be as punished for it.
@trebmal5872 ай бұрын
I know this subject is brought up quite enough, but we really need a clan system, with a ranked game mode dedicated to it, independent from the current ranked mode. Wide group queue has been an absolute failure, it should be scrapped all together and replaced by something like this : - A clan could have up to ten players in them allowing to play with a full team even if not everybody is there. - A player could be part of up to three different clans. Joining a clan would prevent you from leaving it for like two month, and leaving a clan prevents you from joining an other one with the same "clan slot" for like two weeks. This would prevent high skill players being temporarly "recruited" to boost the clan at least a little bit. - "Playing as a clan" means you play a ranked game mode with a full 5 players team from the clan. You would only be matched against other five players teams using the same system. - This new ranked mode would only make the clan's rank go up or down. Individual players's ranks would not be a factor, it would not share the same ranking system with the current ranked mode. This independant rank players are working for might be what they need to actually invest themselves into the game mode. I think the current "open queue" ranked mode, allowing for players that are not part of a full team to play competitively, and the one I'm proposing here could totaly coexist. I know the devs don't want to spread their player base between to many game modes, but I personnaly think that a system similar to this one would be more popular and beneficial for the game than Arcade for instance. It would incentivize playing with a full, coordinated team as the game is meant to be played, and reignite the passion for competitive Overwatch for a lot of "average" players. Of course, I'm not a game designer nor am I a programmer, so this is just day dreaming I guess... (Sorry if my english sucks, it's not my first language)
@heyyou99032 ай бұрын
Imo the cap should be like 15 or more So you can reliably scrim And possibly have “wars” even Also the leaving/joining restrictions should be looser because 2 months is a full season of comp/battlepass As much as i like the idea of separate ranking for the clans it would just make matchmaking more unbalanced
@trebmal5872 ай бұрын
@@heyyou9903 About the unbalanced matchmaking, I don't really see it as a huge issue. You choose to play with those people, you know the enemy team is going to have a lot of different skill levels amongst its players... It would be like Quickplay basicaly, but with more communication and coordination.
@endshine22642 ай бұрын
Suggestion: make the shots from life weaver charge his heals, so it makes him more inclined to damage without losing too much heals
@TheWayOfTheWott2 ай бұрын
suggestion: Sym should have an alt deployable that shares cooldown with Teleporter. my idea is that they could give her a deployable (reusing the Shield Generator asset) that acts as an origin point that creates a moving barrier. the barrier's start position would be like placing a TP exit but with much less range, and would slowly move forward unless you hit Interact to make it stop. barrier HP would be somewhere between Brig shield and a Winston bubble, and destroying either the barrier itself or the pad (which would have very little HP) would destroy both. it would make her less niche on maps/sections where TP isn't useful, give her better survivability, and lean into her design as the defensive/utility DPS.
@trashboat3532 ай бұрын
Suggestion: There should be more than just Golden and Jade weapons gained from comp points. It would honestly reward people with an incentive to play more competitive if there were, for example, an Obsidian camo or diamond. It would add variety to customization and allow people to spend the thousands of comp points they have just laying around.
@FlareToga762 ай бұрын
The thing with the Archives missions is that they can't bring them back. Overwatch 2 is a brand new engine and I doubt people want them to work on the old OW1 missions over new missions.
@Watermelon_Enthusiast2 ай бұрын
My suggestion would be that Liveweaver's life grip should be changed to something else. Though it helps save people who position bad, it is very unfun to ult and get life gripped away because my lifeweaver gets to decide where I should be instead of me.
@ericanderson26852 ай бұрын
Bap disc working like resto shaman spirit link would be wild
@Cryothia2 ай бұрын
Suggestion: give Mercy a small overheal ability, similar to Medic from TF2. Either make it so she can give up to 50 overheal when hearing someone at full HP, or have a new ability to overcharge her staff to generate overheal. Been watching way too much TF2 and really like that mechanic
@TinyLokiGaming2 ай бұрын
Suggestion: Supports should be bumped down to 200 baseline (Brig would be 250 or whatever comparable), but the healing passive should always be active/doube the speed. Something like that to compensate. Makes the support backline more attractive to dive, but also allows the supports to not instantly die in a world of gigabuffed tanks and dps passive
@elijahbolden83892 ай бұрын
No
@jackhughes1242 ай бұрын
Suggestion: change Symm's ULT into a personal shield the shape or her projectile with her inside, where each facet of the shape is destroyable. Set her beam to max damage during the duration.
@SocksNeedsHelp2 ай бұрын
Suggestion: some sort of light balance to make her skill floor a bit higher would be a longer blink cooldown but some sort of reduction-on-elimination feature for either her recall or blink charges. I dont like that she can get in and out so consistently without doing anything of value and Id like if there was more risk/reward for engaging a backline
@TgPepper2 ай бұрын
Suggestion: Sombra as a hero creates the same balance problem as Ana. That problem is that Doom, Ball, Hammond, Mauga, are always gonna be a little overturned because they’re very easy to be gatekept. Either we nerf the effects of hack & anti. Or mega nerf those four tanks or make their mitigation abilities cleanse. Like if you have adaptive shield overhealth you’re cleansed like bubble. Block. Etc.
@hatsngoggles13662 ай бұрын
Suggestion: To make LW weapons swap smoother and more proactive, make hitting enough thorns on enemies (not shields) grants him an instant left click that gives 40 or less overhealth (half of usual maximum heal) for 1 second instead of healing. This allows him to either potentially save a critically injured ally or stage an engage with a dps. The short duration means Tracer can only use it for one clip and the long charge time means it wouldn't be universally better than normal healing.
@girlsillusion2 ай бұрын
Suggestion: The Season 9 changes felt fresh but didn't solve the main problems of healing AND damage creep, my suggestion for the next big yearly change Overwatch has is to revert the dps passive, along with most of the buffs heroes got in season 9/10 AND change the health pools back to their original values, nerf literally every dps heroes damage and every support heroes healing (excluding lucio, zen) and see where we go from there. I feel like the game is digging itself a deeper hole by avoiding the actual solution and although this might make people mad because their favorite character is getting nerfed, it will make the game a lot more fun to play without feeling like you either explode or cant cut through any healing. (tank nerfs and changes will have to be made too especially to Roadhog, Mauga and Orisa).
@Haonnn2 ай бұрын
If they wanted to remove invulnerability then What is baptiste lamp worked like spirit link totem where every .5 seconds the health of anyone who stands in it balances between each other ex 100% hp hanzo standing with 50% hp bap would level each of them to 75% hp
@itsjustburna2822 ай бұрын
When weaver holds a heal charge, his movement speed is reduced a lot. I think it would be fine.
@jackbuckley70282 ай бұрын
Suggestion: they should add another type of armour where it impacts high Bursts of damage more then bits of little damage (the opposite of normal armour), it would give more options for balanceing heros
@nickarispe60302 ай бұрын
Suggestion: I think every season or every mid season update they should select a random hero and you get more SR in comp if you use this hero, I would encourage less 1 tricks and get people to expand their hero pools
@ahsahm39962 ай бұрын
My balance ideas that’ll never happen. Revert Cree magnetic to flash, remove Suzu and Lamp, remove flashpoint and bring back 6v6 (meaning tanks don’t need to be super tanks anymore and the boop change is reverted), Moira damage orb can’t bounce off a million walls anymore but maybe the orbs do 2-3% more damage instead. Tracer pulse has a magnetic feature, no wraith, fade or recall out of it. Lifeweaver pull doesn’t grant damage cancel too. If you can yeet a teammate halfway across the map, you shouldn’t also be able to cancel a pulse etc at the same time. Mauga charge shouldn’t be completely invulnerable. Maybe a 30% armor boost but you should still be able to be stunned or slept etc.
@Its2122 ай бұрын
Hot take/ Game suggestion: If the charge time of lifewiever's healing was decreased, he would be very good
@Witefngla2 ай бұрын
Suggestion: All Heroes that have some AOE team-supporting ability (i.e. Junker Queen Shout, Bap Regen Burst, Brig Inspire/Rally, Zen Trans) should have teammate number indicator like Lucio or Ball
@theanghellicone2 ай бұрын
Mauga cage fight shouldn't stop ventures abilities. She's a sitting duck. The chain doesn't let her leave. So let her fight.
@sawah7652 ай бұрын
blizz should foster the workshop mode. dota literally started as a mod of blizzard's game (which they neglected) and went on to be its own huge title and genre. And then auto battlers started as a mod inside dota2. Riot's teamfight tactics is a reskin of a community mod of a game that started as a community mod of blizzard's wc3. Blizzard missed out on a huge moba title and a huge autobattler title cuz they dont pay attention to their modding community
@ZoraMC2 ай бұрын
Suggestion: give Illari critical damage accuracy. Why did they make a literal dps, off-healer without giving her crit accuracy when other supports have that stat...
@hoolly2 ай бұрын
instead of "i'm fully healed' maybe the "i need help variation"
@juanpabloosunaorduno69982 ай бұрын
Suggestion: Arcade section games should have a players queueing or playing indicator to see if its worth to even q, there are too many arcade gamemodes available
@milkmannlopez71832 ай бұрын
Junker Queen needs an indicator that tells her who’s affected by her shout I would like to know how many teammates I’m overcharging