Healing = Damage
9 Supports on the same "team" in a deathmatch. Damage eachother by using healing abilities and earn 30 eliminations to win! (or play endlessly for fun)
AI bots will also have additional behaviours based on the hero they are playing to allow for a more challenging and immersive experience when playing alone!
For all heroes:
- Health is always 5 less than maximum health to allow for healing to occur
- Self healing has zero effect, dealing no damage nor healing with very few exceptions
FAQ
Does self-healing damage / heal myself?
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Self-healing is entirely negated, meaning no healing or damage is dealt to yourself UNLESS the source of healing is from Coalescence or Transcendence. All other ultimate abilities do not provide healing.
Valkyrie also technically has a healing effect, although it's only a constant passive healing.
Do melee attacks deal damage?
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Only Zenyatta is able to deal damage using a melee attack. I made it this way because:
- Zenyatta has the Snap Kick passive and I wanted to incorporate this somehow
- Zenyatta does not have much offense outside of Orb of Harmony. Snap Kick adds an extra layer to his gameplay and allows for Zenyatta to make risky plays in order to gain an upper hand in combat.
Why can I see players through walls?
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Unfortunately I don't think it's possible to disable being able to see teammates through walls when playing as a support hero. As soon as I can find a good solution to this I will most likely add it in an update, but for now it should be fine as all players have this ability.
Why is Soldier: 76 in the hero roster if he is not a support hero?
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It's funny.
But also because he can heal other players, meaning that in this game mode his Biotic Field can be weaponized.
Why is Roadhog in the hero roster if he is not a support hero?
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Originally it was to allow players to self destruct themselves, but now with Hogdrogen Exposure being introduced into the game it gives a valid reason as to why Roadhog should be in this gamemode.
How does respawning work?
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In a typical team deathmatch, players respawn near their teammates. That obviously would not work in this gamemode, so instead when a map is loaded, unique respawn positions are found which a player teleports to immediately upon respawning.
This system can be disabled if desired, although it is not recommended unless the respawn system is broken in some way.
Can I toggle health pack damage?
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Yes! There are some custom settings in the workshop settings menu you can change, including health pack damage, reworked spawn positions, and the scoring system!
KNOWN ISSUES THAT CAN PROBABLY BE FIXED:
- Illari pylon detection is not perfect, causing the pylon to not take damage although the pylon is still destroyed after its full uptime
- Enemy AI Soldier: 76s do not properly use their ultimate ability
- The grace period of Lucio's Sound Barrier can still apply overhealth without dealing damage
KNOWN ISSUES THAT PROBABLY CAN'T BE FIXED:
- Beginner and Practice difficulty bots cannot deal any damage through healing due to their damage output always being less than the amount they heal
- Players are able to see each other through walls due to being on the same team
- Brigitte.
Ana
Ana is fairly balanced in this gamemode! Only a few changes were needed to make her balanced and fun to play as.
Healing dealt reduced to 95% of base healing
Max ammo decreased from 15 to 5 ammo
Disabled
Ultimate generation rate increased to 125% of base rate
Instead of powering up a teammate, deal 50 damage and put them to sleep
Baptiste
Baptiste is interesting as his Biotic Grenades heal instantaneously rather than over time, meaning that he only heals for as much health as teammates would have health missing. Amplification Matrix was also changed in order to become more valuable to Baptiste.
Healing dealt reduced to 90% of base healing
Damage dealt to full health teammates will always be at least 20 damage
Primary Fire disabled
Max ammo decreased from 13 to 5 ammo
Fires a swarm of Biotic Grenades through the window whilst active
When rotated sideways, fires Biotic Grenades in two opposing directions
Brigitte
Brigitte is tough to balance due to her high survivability and existence of Armour HP where most sources of healing are done over time. To get the most value out of her healing, she now needs to be at a closer range and be able to manage her and her shield's health.
Healing dealt is scaled based on how far away Brigitte is from the healing target, starting from 80% healing dealt within 4 metres to 20% healing dealt beyond 10 metres
No longer blocks regular damage
Absorbs healing recieved from teammates in front of the shield
Takes a maximum of 25 damage from each instance of healing
Invulnerable for 0.05 seconds after absorbing healing
Added 1 second cooldown after dropping the barrier
Can be used against teammates
Start with only 1 Repair Pack on respawn
Recharge rate reduced to 90% of base rate
Ultimate generation rate increased to 115% of base rate
Slows down teammates in range by 30% of their move speed
Deal ~30 damage per second to teammates in range
Illari
Illari is mostly balanced except for her Healing Pylon, which cannot be destroyed by teammates. Multiple changes have been added to prevent Healing Pylon from being too overwhelming.
Healing dealt reduced to 75% of base healing
Can be used against teammates
Projectile speed reduced to 50% of base speed
Stays active for a maximum of 6 seconds (for a maximum of 8 shots)
Cooldown after being destroyed increased from 7 to 15 seconds
Immediately destroyed upon death
No longer applies Sunstruck
Detonation requirement reduced from 90 to 60 damage
Deals 160 damage to all affected teammates
Jetpack Cat
A very interesting flying hero makes a nice addition to this gamemode, although her special abilities 'Lifeline' and 'Catnapper' require some unique workshop workarounds to function properly as offensive tools.
Healing dealt reduced to 75% of base healing
Attracts teammates in range upwards and slows their movement speed
Cooldown increased from 2 to 6 seconds
Freezes players who willingly attach for 1.5 seconds
Damage portion removed
Healing dealt reduced to 66% of base healing
Does not tether players, instead:
Deals 100 damage and launches all players in radius upwards away from Jetpack Cat
Juno
Juno is a new support hero and fits in very well in this gamemode, other than perhaps being too powerful due to Pulsar Torpedoes being an unstoppable finisher. Her abilities are left mostly unchanged whilst her healing had to be reduced to balance her.
Healing dealt reduced to 60% of base healing
Clip size reduced from 180 to 60
Cooldown increased from 10 to 14 seconds
Projectile speed reduced to 33% of base speed
Healing dealt during Orbital Ray reduced further by 25%
Does not heal Juno
Kiriko
Kiriko felt boring to play without being able to use her Kunais, so she has been given slightly more variety in her kit at the cost of healing dealt.
Healing dealt reduced to 66% of base healing
Cooldown increased from 7 to 10 seconds
Final blows refresh cooldown time
Deals 50 damage and slows affected teammates for 0.75 seconds, then stuns after 'phased out' expires
Cooldown increased from 14 to 17.5 seconds
Starts on 10 second cooldown on respawn
Whilst active, gain an additional 50% projectile speed and 33% healing dealt
Lifeweaver
Lifeweaver's lock-on burst healing can be extremely oppressive combined with peeking corners and the use of Petal Platform, so his range was greatly reduced. Lifeweaver is now also able to earn environmental kills by using Life Grip to satiate all of the sadistic Lifeweaver players (me).
Healing dealt reduced to 80% of base healing
Max ammo reduced from 16 to 4 ammo
Max range reduced from 30 to 15 metres
Applies knockback to the affected teammate once Life Grip ends at 10 metres per second towards Lifeweaver's facing direction
Starts on 9 second cooldown on respawn
Max range reduced from 30 to 15 metres
Due to how damage is dealt, Tree of Life can only actually damage opponents who are not at full health
Lúcio
Lúcio is somewhat balanced but can also extremely oppressive in the right hands. His mobility allows him to get out of most situations and to dive in on an already on-going battle.
Healing dealt reduced to 90% of base healing
Damage reduced from 45 to 25
Can be used on teammates
Instead of applying overhealth, deal 75 damage and knock all affected players upwards and towards you, locking movement for 0.5 seconds
Mercy
Mercy isn't a difficult hero to play, so balancing her to reward skill became a slight issue. Her healing dealt had to be reduced, but her potential to earn two eliminations on the same teammate with good timing and positioning makes her at least somewhat viable.
Healing dealt reduced to 50% of base healing
Damage beam reduces affected player's movement speed and damage by 30%
Cooldown increased from 1.5 to 6 seconds
Final blows refresh cooldown time
Cooldown increased from 30 to 60 seconds
Teammates are revived at half of their max health
Final blows reduce cooldown time by 10
Mizuki
Mizuki introduces some interesting crowd control options for this gamemode with his hinder. His source of healing needed a slight boost in order to be consistent with other heroes. Unfortunately, custom barriers aren't easy to make in the workshop, so his ultimate will have its own unique effect rather than absorbing projectiles
Healing dealt reduced to 75% of base healing
Every ricochet after the first hit reduces the cooldown by 1.5 seconds
Projectile speed reduced to 50% of base speed
Does not hinder, instead:
Forces hit targets to the ground and roots them
Does not absorb projectiles, instead:
Inflicts Hacked and slows affected player's movement speed, lingering for 3 seconds
Disabled
Moira
Moira was immediately a first pick for many players and she easily dominated with vanilla stats, so multiple changes were made to make her still powerful but much more strategic.
Healing dealt reduced to 90% of base healing
Disabled
Maximum Biotic Energy reduced from 156 to 39 biotic energy (25% decrease)
Biotic Energy recharge rate increased from 3.75 to 20 biotic energy per second
Biotic Energy starts recharging 2 seconds after not firing
Cooldown increased from 6 to 8 seconds
Cooldown increased from 8 to 12 seconds
Maximum healing dealt reduced from 300 to 150 health
Damage orb explodes on the first collision, knocking back teammates
Damage orb halves the cooldown time
Healing dealt reduced to 75% of base healing
Wuyang
Wuyang is an interesting addition to the roster, combining the healing abilities of Mercy and Zenyatta who were both difficult to balance. I found the best way to implement him was to force careful resource usage alongside good cooldown timing.
Healing dealt reduced to 80% of base healing
Healing dealt ramps up over 1.5 seconds to 100% effectiveness when channelling
Healing dealt decays over 3 seconds down to 10% effectiveness when not channeled
Resource recharge rate increased to 200% of base rate
Cooldown increased from 8 to 10 seconds
Starts on 6 second cooldown when spawning
Restorative stream healing effectiveness set to 100% when cast
Zenyatta
Zenyatta being able to heal his teammates passively forces them to decide between staying out of line of sight or hunting down Zenyatta. Some changes were made to make Zenyatta much more active and less passive.
Healing dealt increases from 25% to 200% of base healing over 5 seconds as long as line of sight is maintained, otherwise healing dealt is set to 25% of base healing
Primary Fire disabled
Alt Fire allows Zenyatta to levitate upwards whilst held
Reload time increased by 3 seconds
Can be used on teammates
Healing dealt reduced to 90% of base healing
Soldier: 76
The best support hero.
Healing dealt increased to 133% of base healing
Disabled
Cooldown decreased from 18 to 9 seconds
Slows down affected players by 30% of their move speed
Knockback increased to 300% of base knockback
Duration increased from 6 to 9 seconds
Yes, you can shoot your teammates
Roadhog
Hogdrogen exposure just got real
Movement speed reduced to 90% of base speed
Deals 100 healing per second to teammates within a 5 metre radius whilst inhaling
Maximum time increased to 125% of base maximum time
Recharge rate increased to 175% of base recharge rate
Pulls Roadhog towards any hit surface or teammate
Deals 75 damage in a 2 metre radius at hit position
Cooldown increased from 6 to 8 seconds
Starts a 5 second count down, releasing a 1300-100 damage explosion damaging yourself and teammates within 20m when it expires
Refreshes Chain Hook cooldown and Take A Breather resource
Disabled
Disabled
1 Comments
Good concept and well implemented