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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?

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?

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?

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?

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?

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?

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?

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
  • Healing dealt reduced to 95% of base healing

Biotic Rifle
  • Max ammo decreased from 15 to 5 ammo

Sleep Dart
  • Disabled

Nano Boost
  • 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
  • Healing dealt reduced to 90% of base healing

  • Damage dealt to full health teammates will always be at least 20 damage

Biotic Launcher
  • Primary Fire disabled

Biotic Launcher Alt Fire
  • Max ammo decreased from 13 to 5 ammo

Amplification Matrix
  • 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
  • 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

Barrier Shield
  • 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

Shield Bash
  • Can be used against teammates

Repair Pack
  • Start with only 1 Repair Pack on respawn

  • Recharge rate reduced to 90% of base rate

Rally
  • 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
  • Healing dealt reduced to 75% of base healing

Outburst
  • Can be used against teammates

Healing Pylon
  • 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

Captive Sun
  • 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
  • Healing dealt reduced to 75% of base healing

Lifeline
  • 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

Purr
  • Damage portion removed

  • Healing dealt reduced to 66% of base healing

Catnapper
  • 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
  • Healing dealt reduced to 60% of base healing

Mediblaster
  • Clip size reduced from 180 to 60

Pulsar Torpedoes
  • Cooldown increased from 10 to 14 seconds

  • Projectile speed reduced to 33% of base speed

Orbital Ray
  • 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
  • Healing dealt reduced to 66% of base healing

Swift Step
  • Cooldown increased from 7 to 10 seconds

  • Final blows refresh cooldown time

Protection Suzu
  • 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

Kitsune Rush
  • 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
  • Healing dealt reduced to 80% of base healing

Healing Blossom
  • Max ammo reduced from 16 to 4 ammo

  • Max range reduced from 30 to 15 metres

Life Grip
  • 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

Tree of Life
  • 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
  • Healing dealt reduced to 90% of base healing

Soundwave
  • Damage reduced from 45 to 25

  • Can be used on teammates

Sound Barrier
  • 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
  • Healing dealt reduced to 50% of base healing

Caduceus Staff
  • Damage beam reduces affected player's movement speed and damage by 30%

Guardian Angel
  • Cooldown increased from 1.5 to 6 seconds

  • Final blows refresh cooldown time

Resurrect
  • 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
  • Healing dealt reduced to 75% of base healing

Healing Kasa
  • Every ricochet after the first hit reduces the cooldown by 1.5 seconds

  • Projectile speed reduced to 50% of base speed

Binding Chain
  • Does not hinder, instead:

  • Forces hit targets to the ground and roots them

Kekkai Sanctuary
  • Does not absorb projectiles, instead:

  • Inflicts Hacked and slows affected player's movement speed, lingering for 3 seconds

Spirit Glaive
  • 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
  • Healing dealt reduced to 90% of base healing

Biotic Grasp Alt Fire
  • Disabled

Biotic Grasp
  • 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

Fade
  • Cooldown increased from 6 to 8 seconds

Biotic Orb
  • 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

Coalescence
  • 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
  • Healing dealt reduced to 80% of base healing

Restorative Stream
  • 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

Rushing Torrent
  • Cooldown increased from 8 to 10 seconds

Guardian Wave
  • 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.

Orb of Harmony
  • 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

Orb of Destruction
  • Primary Fire disabled

  • Alt Fire allows Zenyatta to levitate upwards whilst held

  • Reload time increased by 3 seconds

Snap Kick
  • Can be used on teammates

Transcendence
  • Healing dealt reduced to 90% of base healing

Soldier: 76

The best support hero.

Healing
  • Healing dealt increased to 133% of base healing

Heavy Pulse Rifle
  • Disabled

Biotic Field
  • Cooldown decreased from 18 to 9 seconds

  • Slows down affected players by 30% of their move speed

Helix Rockets
  • Knockback increased to 300% of base knockback

Tactical Visor
  • Duration increased from 6 to 9 seconds

  • Yes, you can shoot your teammates

Roadhog

Hogdrogen exposure just got real

Movement
  • Movement speed reduced to 90% of base speed

Take A Breather
  • 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

Chain Hook
  • 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

Whole Hog
  • 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

Scrap Gun
  • Disabled

Pig Pen
  • Disabled

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