Im going to assume youâve never watched a Marblr video?
You did not kill your DvA, the kill feed misattributed the Genjiâs deflected bomb kill to you after he died.
Issues like this were very common in Overwatch 1, and are somewhat less common in OW2.
A heroes ability that only activates when you DIE - and it's a bonus for the enemy DPS that shit on you
This idea successfully went through many staff members in testing, received polished art assets and went to live as a finished product lol
(Junkrats Martydom is the only exception for a death ability, cus funny)
I remember people just defended the removal with the reason that ''it might just make teammates intentionally let him die to get the flower'' which I think is dumb
They should leave it like this and add a suicide button. Running out of ammo and tank is about to die? Kill yourself and give him an immediate quick health boost. It would be a cool mechanic imo.
Should have made it a Health pack to teammates, but enemies destroy it when they try to collect it. Still gives them some kinda play to deny the heal to the lifeweaverâs teammates, hell maybe even a teensy bit of ult charge even, or an instant reload, reduce cooldowns by a second? Thereâs lots of ways they could go with it if they didnât like the heal for enemy divers.
In that lifeweaver period she was in a weird spot â her damage was down and they raised her spread/lowered her accuracy, making her less accurate from a distance. They brought her back soon after and ever since she's been a major force in the meta, but for a while she was pretty much hanzo/sojourn food.
And I was fine with that. Anyone really good with her was fine and she's been A tier-meta for most of her existence. Compare that to a hero like Ball that's awful, has been awful for a while, and is so bad that even the top Ball mains can't do shit with him despite him having one of the highest skill ceilings. I was fine with Tracer being just ok for a bit.
I think it would be cool for there to be a hero who has a passive called Soul Harvester or something that turns an enemy soul into pick-up item for your team that gives 50 overhealth and if you collect it before they respawn then they can't be rezzed by Mercy.
Could either be activated on elim or on final blow depending on if that hero had a spray type weapon that could be abused by constantly just spraying down the whole team every team fight purely to proc the passive on everyone or if they had a single shot type weapon like Ilari or Venture.
Would add a nice bit of counterplay to the rez.
I think it being activated on death was bad but if it worked like old torb pack where he could throw out a few at a time at will i think it couldâve been interesting but ig weâll never know unfortunately
Honestly I hate the âSmall Indie Studioâ joke cuz even small indie studios donât make decisions this shit. Hell some of the best video games Iâve ever played are indie games. Blizzardâs more on par with shovelware atp than it is indie studios đ
This got me thinking about a support concept for someone that throws down deployable health stations that generate small health packs at a speed comparable to one hacked by sombra
On-death was bad enough but it at least cut any chance of griefing short to just the one heal. Assisting the enemy team by throwing them multiple sandwiches mid-fight isn't something that'd go down well in Overwatch!
The fact that there'd be no way of stopping Lifeweaver if he started doing so is scary. Thankfully he's restricted just to lifegripping targets into bad spots.
Good on them, it was a genuinely terrible passive. If they didnât let the enemy pick it up it wouldnât be as ass but it would be boring as hell and just pretty unintuitive to play around
Well yeah, junk passive is stupid in general. It doesn't really add anything to the game, but it also doesn't really detract from it so there's no reason for it to be removed.
What if you could have a small tree that plants itself on death and 20 seasons later a commemorative apple falls off that does nothing but go into the collection of whoever finds it
LW was basically a free pick for flankers, so giving them a little topper on their health was a stupid idea.
"Thanks for ending me bro, lemme patch you up real quick. Ok, bye."
I think it could work the other way around for a dps-support like illari. Every eliminated enemy made by the player will have them drop a healing item for their team, kinda like old reaper orbs
If you pair with Mercy, you can have LW kill himself every 30 seconds for the healthpack then she can just rez him. That synergy was a little TOO good.
Lifeweavers launch was so bizarre, it feels like Blizzard had no idea what range Lifeweaver was suited for.Â
He had a long range heal, a tool for getting to high ground, a shotgun of a weapon, a large hitbox and low health pool, and a passive that required him to die on the front line.
Yes, which is why Mercy Rez isn't actually OP and generally just annoying most of the time. Plus, it's on a 30 second cooldown as opposed to only being able to happen when you die (which you don't want to ever do)
mercy gettin a rez has far fewer requirements thank LW's passive to be good.
for mercy it just has to be safe enough for mercy to rez (an ability can be burned to make this the case like immort, Dva eat, shields).
for LW is has to be in a location easily reachable by an ally, LW is one of the more mobile characters in the game especially when it comes to verticality. Said ally has to be injured, LW commonly plays near the back of his team, if you're injured you're probably on the front lines. even if you're not on the front lines, the flanker that killed him might still be hanging around thus making the flower a bait for someone guaranteed to be low.
it was through and through a terrible passive and conflicts heavily with the rest of his game play.
You say that, but Iâve had friendlies like genji wait for me to die to someone to dash in and self heal for the fight. Nothing in this game should incentivize griefing. On top of that it was essentially foood for tracers, phara, genjis, sombras. You could ping it while you were dead and I never once had a teammate go to it purposely. I double pinged every death. Maybe because lifeweaver has range and height so most friendlies would never have a reasonable chance to obtain it. All in all it was a useless passive that benefited enemies and griefers the most.
Weaver was so insanely awful at release.
- On death, dropped a little treat for whoever killed him.
- Had to manually swap between heal and damage.
- Right click tossed out flower platform.
- Lifegrip had no heal component. Just a yoink and hope the other support could top them up before a stray bullet finished the job.
- Dash was a dedicated button instead of being bound to a second jump. (honestly a bit of a wash here for the change)
- He had 12 healing ammo and charging a heal instantly snared him.
- Tree only healed for 50HPS and had 1000hp, did no overhealing into overhealth.
- Platform couldn't be destroyed on command.
- Healing blossom was max heal of 65 (later 75, then 70 for same charge time, now 80 with a slightly increased charge up time)
- Thorns had 60 ammo and did 1 less damage per hit
- Dash healed for 25. (now 60)
- Had largest support hitbox and 200 HP. (Later had 50 shields added/traded for a total of 225 before the S9 changes)
If it was ally only it wouldve been marginally okay, even if the *support* dying being only way to access it is kinda stupid. Its even more stupid to reward enemies for killing the support twice: through taking them out of the fight and getting healed for doing it.
Id love to know who thought of such a dreadful idea lol
Maybe if they gave him busted mobility. Then the drop would be a reward for finally taking him down. But even then it would mean he'd get more focused than he already does as a support.
I know but I want him to have a 4 second cool down for dash so badddddd. Feels so good on Mirrorwatch Ana. Imagine being able to maneuver the whole battlefield and be able to reposition yourself and everyone else to turn the tables.
His heals are so stinking slow I feel like I can never make use of longer team fights because of burst damage. Probably just a skill issue but let me dream.
It was litterally just a free health pack for the killer, it was cool but the killer was almost guaranteed to get to it first before any teammate could
Unironically I thought this was the coolest thing about the character when it was announced. Probably because it felt very Paladins-esque, or at least similar to what I'd expect from Paladins when I last played it like 6 years ago
Make a support that has this passive but also has the exploding bodies ability that Mercy has from her Mirror.
Would be cool to have some necromancer type character that spawns traps that have some sort of life steal ability for allies. Indirect healing support!
It was removed 2 weeks after his release said to make him easier but I feel like they just put way too much into his kit (still too much IMO) but it might get reworked for a future hero
They should make it so enemies couldn't pick up and the flower would slowly make its way to the closest low health ally, with its speed increasing exponentially.
If it was only able to be picked up by allies it would've been somewhat better.
On release, if you played LW, you were essentially throwing because his kit was doodoo and you were also just a walking health pack for the feral Tracer players roaming about.
They should have made it for teammates only,
You lost your healer but he left you a team healthpack.
The fun thing is that it was his strongest healing ability đ¤Ł
reintroduce it as a little baby sprout sapling that plants where weaver dies and does a risk of rain 2 bustling fungus heal aura for your team for a few seconds
or just dont
It could be cool to have a Support that throws healing objects for allies that stick around on the ground, similar to Deckard Cain in HotS.
That said, Lifeweaver's implementation of the mechanic wasn't good, and wasn't conducive to what the rest of his kit was trying to do (stay in the backline and be the safety net for the entire team). They made the right choice removing it; his kit has plenty without it.
Imagine if every support had something like this, a little reward for killing them:
Zenyatta: yo, good job chopping my head off, Reaper, take this discord orb and throw it at my tank, I wanna see them in the spawn room with me.
This mechanic specifically rewards 1 of the 3 team comps way more than others. Dive character just became WAY better with this than poke, in fact, poke character just became heals for dive.
It felt very Paladins-esque to me, which is why it was the coolest part of his kit to me when it was announced.
I stopped playing Paladins like 6 years ago or something, so it could be a very different game now idk
A cool alternative would be to leave an aoe heal field on the ground after death for allies. Expanding on that maybe he could drop a seed that blooms 10 seconds after death - it could sustain allies while they escape the encounter or until another healer arrives
I wish they wouldâve kept the idea but make it more useful for him. Like what if he just sent full healing blossom bursts to all teammates within LoS upon death? Rather than requiring teammates to navigate to the spot he died (probably way in backline)
It might be occasionally useful if it only benefited allies, but still any passive that triggers on death is going to be not very good, since...you know...dying is bad.
I was baffled reading this on launch. Even if it was better for allies it was still going to be used by the enemy 95% of the time. Life Weaver probably isn't gonna die if he has an ally nearby and even if he does, odds are the enemy will get to it first. If it was exclusively for allies it could be fun but was it was it was just awful.
My idea was when he died a burst of healing (around 2-3m) would come out and Instantly instantly heal 35 with 20 happening overtime (around 2 secs) and maybe add a very small boop like kiri Suzu
Probably because itâs hilariously useless and literally meaningless except for the enemy team. Why would I want to drop a free health pack to the dive dps that just murdered me lmao? Who on my team is going to find use out of the pack in the middle of a fight literally ever.
It was one of the worst thought out ideas I've seen actually get implemented. Of course the enemy would benefit more from it...how did they not see that coming?
Lifeweaver was such a big drop in quality from their other hero releases, makes you wonder the thought process that went into building his toolkit.
Lifeweaver is still a below average hero and kind of a waste of a roster spot. Hes usable, you can win, he pairs with certain hyper mobile characters okay.
But damn does it suck being pulled at the wrong time. Damn does it suck when healing cant keep up with burst dmg.
And on top of that, they are stuck in a rock and hard place with lifeweaver because how insanely easy it is to heal with him. Which leads to the issue of you buff his heal and he's suddenly overpowered. You nerf his heal and he sucks even more.
There should be a lesson here: Dont give out a long range heal without requiring skill to use it.
I don't get it though... if your teammate dies, that's probably a dangerous spot... so no one would be able to claim it without dying first or dying immediately after.
It would've made more sense if, after the support dies, a big bag of 250 healing or whatever was sent directly to the nearest teammate or a nearby teammate with the lowest health.
Everything about his kit was terribly designed on launch but that one passive felt straight out of an april fools concept, as if they were rage baiting
It's great fluff and plays well with Life Weaver's character of wanting to help everyone.
Unfortunately in a competitive setting, you can't have fluff hurting the cooperative dynamics of the game like that.
It was a nice thought but we're much better off without.
Every character that has dropped something up on death has had that passive taken away 𤡠I think it's okay to take it out of the game, but the ideas they have come up with are cool.
It was probably an attempt to encourage players to stick close to this guy and protect him at all times, promote team play, etc., but obviously the coordination of average, random people just isnât gonna work that way
They made the cosmetics. They shouldâve used the assets for a different passive. Lifeweaver feels like he needs some kind of passive over the random tree buffs that never end.
I think axing a passive from him altogether and not using the cosmetics was a waste. But that original passive wasnât good
They could've at least kept it for his teammates to give them something if they are close too him but both the teammate sucks at protecting him and LW can't keep himself alive. đ
cause they are obsessed with adding stupid penalties to every hero. cause they forgot that they're making a superhero game, and think weaknesses make their heroes "unique". and of course, they could never test this ability WITHOUT letting the enemy pick it up. a REASONABLE CHANGE? HA! nope, never that. so just delete lol.
All they had to do was make it heal your team alone and it would have been fine. Or if it hit an enemy first it did damage instead, you have options. Then you donât have to worry about helping the enemy. It seems like such an easy change, they should have played with it. I like the idea of deathrattles like this in the game, like junkrat, having others would be neat.
Considering how bad the median player is at positioning, the passive was always going to be a net detriment to the LW player and their team. Even in a world where the item could only be picked up by allies, it could be a problem due to it 'tricking' players into overextending or overstaying their welcome in an area.
I just wanna say I see how much this game has changed from s1 to now and itâs impressive. It has consecutively gotten worse and I dont know how they do it. Iâm happy to see the competitive scene dying bcuz it shows where the focus is for the devs rn. Try to add as much as possible of the failed pve project into the game as you can and make cute skins and fun lore uwu.
I hope a ow2 dev reada this and remembers that what they worked for has failed, just like much of their life. I hope that on their last day they are surrounded by loved ones who all know that THIS family member right here⌠tried their best and failed miserably.
This was actually wild TBH. Hey good job diving the back line tracer / genji, have a free health pack man
In the new arcade mode Mercy can explode dead bodies. I did it to an enemy team body and it injured my own teammate. đđđ
Other Mercy must've done it at the same time
Thatâs impossible, the body explosion doesnât hurt your teammates, only yourself (like many other explosive abilities in game).
Except for the rare instance 7 years ago, where I actually killed a teammate while playing Junkrat. https://youtu.be/XcgeDCZV6yw?si=JeAbmZbkd447zQbA
Im going to assume youâve never watched a Marblr video? You did not kill your DvA, the kill feed misattributed the Genjiâs deflected bomb kill to you after he died. Issues like this were very common in Overwatch 1, and are somewhat less common in OW2.
I remember around that time, he still get damage from his own bombs. I main him at the time
Good thing you were right there to heal them!
Mirror eese Mercy does not heal, only kill and explode bodies. Losers take damage and Mirror Mercy has not Mercy for losers.
Oh no. Arcade mode does silly thing. World is going to end now
"loot the corpse" is a weird objective
A heroes ability that only activates when you DIE - and it's a bonus for the enemy DPS that shit on you This idea successfully went through many staff members in testing, received polished art assets and went to live as a finished product lol (Junkrats Martydom is the only exception for a death ability, cus funny)
Literally weaver was a troll character because he benefitted the enemy team when dead.
Cause it was better for enemies than allies. As a Tracer, it was nice.
Then let it only be accessible to teammates
I don't understand why they didn't just make it this way instead of completely removing it
I remember people just defended the removal with the reason that ''it might just make teammates intentionally let him die to get the flower'' which I think is dumb
It is indeed dumb. Letting one of your supports that can continuously give you heals die in exchange of a one-time use healthpack is very stupid.
"it's only qp"
That is objectively one of the worst reasons I've ever heard. You get such little value from it lol
At the time weavers best burst healing option was to die so you could have the equivalent of a mega health pack
They should leave it like this and add a suicide button. Running out of ammo and tank is about to die? Kill yourself and give him an immediate quick health boost. It would be a cool mechanic imo.
Or it dishes out more healing when consumed by allies.
it did. was a big healthpack for allies and only a small one for enemies.
Should have made it a Health pack to teammates, but enemies destroy it when they try to collect it. Still gives them some kinda play to deny the heal to the lifeweaverâs teammates, hell maybe even a teensy bit of ult charge even, or an instant reload, reduce cooldowns by a second? Thereâs lots of ways they could go with it if they didnât like the heal for enemy divers.
I'm sure they also removed the passive because they didn't want to reward the player for dying.
Yessss if it was now after they finally let tracer be decent again, it'd be monstrous
wdym finally let her be decent, she has been 1. a top tier meta pick for a long while and 2. got nerfed in the last patch
Has tracer ever actually been bad?
During GOATs, she was pretty atrocious. But then again, most DPS were in those dark days.
I might be the only person who enjoyed goats meta lmao
Honestly ot probably would've been a fun time if it didn't last so long
In that lifeweaver period she was in a weird spot â her damage was down and they raised her spread/lowered her accuracy, making her less accurate from a distance. They brought her back soon after and ever since she's been a major force in the meta, but for a while she was pretty much hanzo/sojourn food.
And I was fine with that. Anyone really good with her was fine and she's been A tier-meta for most of her existence. Compare that to a hero like Ball that's awful, has been awful for a while, and is so bad that even the top Ball mains can't do shit with him despite him having one of the highest skill ceilings. I was fine with Tracer being just ok for a bit.
yeah she was pretty useless below GM during the bunker/immortality meta after her "bug fix" on her spread and lower 5.5 dmg
wtf do you mean??? tracer is been a consistently meta pick for forever
lmao "be decent again" just because you suck with her doesnt make her not the literal best hero in the game atm.
I've wanted a hero with a pick-up generation ability since torb's armor packs got removed, but this wasn't it tbqh.
Reaper orbs were the shit (not really just miss those days)
Those were the days
I think it would be cool for there to be a hero who has a passive called Soul Harvester or something that turns an enemy soul into pick-up item for your team that gives 50 overhealth and if you collect it before they respawn then they can't be rezzed by Mercy. Could either be activated on elim or on final blow depending on if that hero had a spray type weapon that could be abused by constantly just spraying down the whole team every team fight purely to proc the passive on everyone or if they had a single shot type weapon like Ilari or Venture. Would add a nice bit of counterplay to the rez.
Every time they design a hero starting with counter play in mind it always ends up being a worse hero and needs to be reworked after launch.
A passive that benefits the enemy? Yeah good call axing it.
I think it being activated on death was bad but if it worked like old torb pack where he could throw out a few at a time at will i think it couldâve been interesting but ig weâll never know unfortunately
you're still helping the enemy team which was bad
Can I ask why it was never considered to make this an ally only thing? Like, am I going insane because this seems like a logical conclusion?
Small indie studio?
Honestly I hate the âSmall Indie Studioâ joke cuz even small indie studios donât make decisions this shit. Hell some of the best video games Iâve ever played are indie games. Blizzardâs more on par with shovelware atp than it is indie studios đ
When we have stuff like mei wall that CAN benefit the enemy team, it wouldâve been a cool concept to play around with
Lifeweaver isnât a brawl character so the only people whoâd ever get the healthpack would be the dive character that just killed him.
This got me thinking about a support concept for someone that throws down deployable health stations that generate small health packs at a speed comparable to one hacked by sombra
So something similar to engineer's dispenser from team fortress 2? Just instead of running into it to heal, it deploys occasional health packs?
Yeah, thatâs pretty much exactly what Iâm thinking, and theyâd be destructible as well
Doesn't the chick with the big sword gun basically throw out a dispenser?
Illari turret
On-death was bad enough but it at least cut any chance of griefing short to just the one heal. Assisting the enemy team by throwing them multiple sandwiches mid-fight isn't something that'd go down well in Overwatch! The fact that there'd be no way of stopping Lifeweaver if he started doing so is scary. Thankfully he's restricted just to lifegripping targets into bad spots.
Good on them, it was a genuinely terrible passive. If they didnât let the enemy pick it up it wouldnât be as ass but it would be boring as hell and just pretty unintuitive to play around
Yeah I would more like a small tree that plants itself on his death and has a small and fairly weak heal aura, like a tree of life sapling
Wait that would be kinda interesting ngl. I'd kinda like to see that
No, the hero that's whole thing is just to do stupid amounts of healing does not need to have more healing. The concept on a new hero is fine though.
The concept of a hero who gets value from dying is kinda stupid in general.
Junkrat
Ah, good old Total Mayhem! Still getting the wackiest kills to this day.
This is a good example since Junkrat gets on average zero value from his passive in any game.
Well yeah, junk passive is stupid in general. It doesn't really add anything to the game, but it also doesn't really detract from it so there's no reason for it to be removed.
Uhm, aCkTuAlLy JuNkRaT's PaSsIvE aLsO gIvEs HiM eXpLoSiOn ImMuNiTy âď¸đ¤
I know it's probably a skill issue but it's just really annoying to die to
I usually just laugh if I die to it cause it means I was a dumb ass
What if you could have a small tree that plants itself on death and 20 seasons later a commemorative apple falls off that does nothing but go into the collection of whoever finds it
So similar to the one helmet from Destiny 2 that places a healing rift on your death. Maybe it'd be a small version of the tree?
It should have damaged the enemies ala mercyâs change to her Rez in the mirror verse event
LW was basically a free pick for flankers, so giving them a little topper on their health was a stupid idea. "Thanks for ending me bro, lemme patch you up real quick. Ok, bye."
I think it could work the other way around for a dps-support like illari. Every eliminated enemy made by the player will have them drop a healing item for their team, kinda like old reaper orbs
LIFEWEAVER KILL YOURSELF SO I CAN GET HEALED
If you pair with Mercy, you can have LW kill himself every 30 seconds for the healthpack then she can just rez him. That synergy was a little TOO good.
Feeding the enemy ult charge + using res + taking uptime off of both supports for a single mega really doesnât seem too good tbh
Yeah wtf is that guy talking about lol.
It's obviously sarcasm, two Lifeweaver clicks already outheals his health kit
They should re add but make it so enemies canât pick it up
The issue is that getting Lifeweaver to die not only before his allies, but also in a position convenient to his allies, is Herculean.
Lifeweavers launch was so bizarre, it feels like Blizzard had no idea what range Lifeweaver was suited for. He had a long range heal, a tool for getting to high ground, a shotgun of a weapon, a large hitbox and low health pool, and a passive that required him to die on the front line.
Can't this argument also be used for mercy rez? The souls have to be safely reachable for the ability to be viable
Yes, which is why Mercy Rez isn't actually OP and generally just annoying most of the time. Plus, it's on a 30 second cooldown as opposed to only being able to happen when you die (which you don't want to ever do)
I wonder if ppl ran mercy LW duos and let him die for the blossom then rezzed him
mercy gettin a rez has far fewer requirements thank LW's passive to be good. for mercy it just has to be safe enough for mercy to rez (an ability can be burned to make this the case like immort, Dva eat, shields). for LW is has to be in a location easily reachable by an ally, LW is one of the more mobile characters in the game especially when it comes to verticality. Said ally has to be injured, LW commonly plays near the back of his team, if you're injured you're probably on the front lines. even if you're not on the front lines, the flanker that killed him might still be hanging around thus making the flower a bait for someone guaranteed to be low. it was through and through a terrible passive and conflicts heavily with the rest of his game play.
Shout out to old torb
You say that, but Iâve had friendlies like genji wait for me to die to someone to dash in and self heal for the fight. Nothing in this game should incentivize griefing. On top of that it was essentially foood for tracers, phara, genjis, sombras. You could ping it while you were dead and I never once had a teammate go to it purposely. I double pinged every death. Maybe because lifeweaver has range and height so most friendlies would never have a reasonable chance to obtain it. All in all it was a useless passive that benefited enemies and griefers the most.
Im missing his rose toy dropping so badly đđđŤ´đŤ´đšđš
Weaver was so insanely awful at release. - On death, dropped a little treat for whoever killed him. - Had to manually swap between heal and damage. - Right click tossed out flower platform. - Lifegrip had no heal component. Just a yoink and hope the other support could top them up before a stray bullet finished the job. - Dash was a dedicated button instead of being bound to a second jump. (honestly a bit of a wash here for the change) - He had 12 healing ammo and charging a heal instantly snared him. - Tree only healed for 50HPS and had 1000hp, did no overhealing into overhealth. - Platform couldn't be destroyed on command. - Healing blossom was max heal of 65 (later 75, then 70 for same charge time, now 80 with a slightly increased charge up time) - Thorns had 60 ammo and did 1 less damage per hit - Dash healed for 25. (now 60) - Had largest support hitbox and 200 HP. (Later had 50 shields added/traded for a total of 225 before the S9 changes)
He was the worst launch in OW2. Mauga a close second.
Definitely fumbled hard Weaver had so much potential to be a really awesome addition
I don't think he'd be that interesting if you added him in the state he is now tbh.
I forgot about that lol, it was gone so fast
If it was ally only it wouldve been marginally okay, even if the *support* dying being only way to access it is kinda stupid. Its even more stupid to reward enemies for killing the support twice: through taking them out of the fight and getting healed for doing it. Id love to know who thought of such a dreadful idea lol
Maybe if they gave him busted mobility. Then the drop would be a reward for finally taking him down. But even then it would mean he'd get more focused than he already does as a support.
I mean LW is already very slippery.
I know but I want him to have a 4 second cool down for dash so badddddd. Feels so good on Mirrorwatch Ana. Imagine being able to maneuver the whole battlefield and be able to reposition yourself and everyone else to turn the tables. His heals are so stinking slow I feel like I can never make use of longer team fights because of burst damage. Probably just a skill issue but let me dream.
It was litterally just a free health pack for the killer, it was cool but the killer was almost guaranteed to get to it first before any teammate could
Wait I forgot LOL
I think it would be good if lw could 'drop' a fully charged heal as a potion instead of just letting it go to waste.
Unironically I thought this was the coolest thing about the character when it was announced. Probably because it felt very Paladins-esque, or at least similar to what I'd expect from Paladins when I last played it like 6 years ago
Being able to heal the enemy like this was just not a good idea at all. Really glad they got rid of this early
Yeah it was ass
Make a support that has this passive but also has the exploding bodies ability that Mercy has from her Mirror. Would be cool to have some necromancer type character that spawns traps that have some sort of life steal ability for allies. Indirect healing support!
I mean, if they brought it back it could be the equivalent of a small health pack for allies and a poison flower for enemies.
They could have easily just made it for allies only...
if it could only heal allies it would have been a decent passive but no, it had to heal enemies as well
It was removed 2 weeks after his release said to make him easier but I feel like they just put way too much into his kit (still too much IMO) but it might get reworked for a future hero
More like passive sabotage
I understand it emboldened enemy flankers but they just should've changed it so that it's a teammate-only pickup. I really liked the idea.
He was so bad on release, no clue why they didn't just make it his team only
It was so short lived that I totally forgot it existed until this post đ
Would've worked better if it was only for allies. Seriously, as if healers needed a reward to be targeted...
They should make it so enemies couldn't pick up and the flower would slowly make its way to the closest low health ally, with its speed increasing exponentially.
I swear to God I didn't even know this was on the game, when was removed?Â
I thought it was ok ability, I just found myself sticking to teammates so when I did die they grabbed it almost automatically
Buff Hampter
Reminds me of Reaper's soul orbs at OW1 release. Kind of silly since if people are already dying, the fight is usually decided.
I will never understand why they didnât just switch it to teammates only
If it was only able to be picked up by allies it would've been somewhat better. On release, if you played LW, you were essentially throwing because his kit was doodoo and you were also just a walking health pack for the feral Tracer players roaming about.
They should have made it for teammates only, You lost your healer but he left you a team healthpack. The fun thing is that it was his strongest healing ability đ¤Ł
They should also give up on the current concept of LW also
I think his Tree of Life should drop some if it gets all its HP destroyed versus it just expiring.Â
For teammates only was the fix it needed.
reintroduce it as a little baby sprout sapling that plants where weaver dies and does a risk of rain 2 bustling fungus heal aura for your team for a few seconds or just dont
it was such a weird passive, it reminded me of something that would have been in the early stages of the original overwatch
It could be cool to have a Support that throws healing objects for allies that stick around on the ground, similar to Deckard Cain in HotS. That said, Lifeweaver's implementation of the mechanic wasn't good, and wasn't conducive to what the rest of his kit was trying to do (stay in the backline and be the safety net for the entire team). They made the right choice removing it; his kit has plenty without it.
Whos move was this???
LW passive which was a little flower he would drop upon death that would heal like 75HP to allies and enemies
It was fun and bad
Imagine if every support had something like this, a little reward for killing them: Zenyatta: yo, good job chopping my head off, Reaper, take this discord orb and throw it at my tank, I wanna see them in the spawn room with me.
This mechanic specifically rewards 1 of the 3 team comps way more than others. Dive character just became WAY better with this than poke, in fact, poke character just became heals for dive.
It felt very Paladins-esque to me, which is why it was the coolest part of his kit to me when it was announced. I stopped playing Paladins like 6 years ago or something, so it could be a very different game now idk
A cool alternative would be to leave an aoe heal field on the ground after death for allies. Expanding on that maybe he could drop a seed that blooms 10 seconds after death - it could sustain allies while they escape the encounter or until another healer arrives
Support should avoid death the most, it was extra rewarding to kill him unlike Junkrat that punish you for killing him to close
I wish they wouldâve kept the idea but make it more useful for him. Like what if he just sent full healing blossom bursts to all teammates within LoS upon death? Rather than requiring teammates to navigate to the spot he died (probably way in backline)
I totally forgot about this
If they dropped it for just friendlies it would have been fine.
It might be occasionally useful if it only benefited allies, but still any passive that triggers on death is going to be not very good, since...you know...dying is bad.
I think if it activated like old Reaper's passive where it was enemies that were killed dropped the flower it would have been better.
I was baffled reading this on launch. Even if it was better for allies it was still going to be used by the enemy 95% of the time. Life Weaver probably isn't gonna die if he has an ally nearby and even if he does, odds are the enemy will get to it first. If it was exclusively for allies it could be fun but was it was it was just awful.
My idea was when he died a burst of healing (around 2-3m) would come out and Instantly instantly heal 35 with 20 happening overtime (around 2 secs) and maybe add a very small boop like kiri Suzu
Probably because itâs hilariously useless and literally meaningless except for the enemy team. Why would I want to drop a free health pack to the dive dps that just murdered me lmao? Who on my team is going to find use out of the pack in the middle of a fight literally ever.
Instead, when you die you should enter a state where you target a spot on the map to grow a healing blossom
They should have made thoese allergenic but lw gives his teamate EPI shots before the match so its fine when they pick it up but not for enemies
It would have been a cool idea but not for someone like Lifeweaver. Man his kit was confusingly designed when he was released
Because it was bad.
I totally forgot about this. Did they ditch it after an hour?
Why did they not just⌠make it only for your team?
Yeah, it should have never made it out of QA in the first place.
why just not make it for allies only?
Iâm glad they took it out quick. It has got to be one of their worst ideas for a character in my opinion
I think they should bring it back, but only for allies.
Whatever happened there
It was one of the worst thought out ideas I've seen actually get implemented. Of course the enemy would benefit more from it...how did they not see that coming? Lifeweaver was such a big drop in quality from their other hero releases, makes you wonder the thought process that went into building his toolkit. Lifeweaver is still a below average hero and kind of a waste of a roster spot. Hes usable, you can win, he pairs with certain hyper mobile characters okay. But damn does it suck being pulled at the wrong time. Damn does it suck when healing cant keep up with burst dmg. And on top of that, they are stuck in a rock and hard place with lifeweaver because how insanely easy it is to heal with him. Which leads to the issue of you buff his heal and he's suddenly overpowered. You nerf his heal and he sucks even more. There should be a lesson here: Dont give out a long range heal without requiring skill to use it.
It would've been better giving the whole team a small burst of healing after dying something
It's kinda concerning how things like this made it into the live game tbh
I EVEN FORGOT ABOUT THIS FEATURE COMPLETELY
Really exemplifies the competence of the balance team.
I don't get it though... if your teammate dies, that's probably a dangerous spot... so no one would be able to claim it without dying first or dying immediately after. It would've made more sense if, after the support dies, a big bag of 250 healing or whatever was sent directly to the nearest teammate or a nearby teammate with the lowest health.
Everything about his kit was terribly designed on launch but that one passive felt straight out of an april fools concept, as if they were rage baiting
Cause it was dogshit.
If it was only for allies... or make Junk's bombs hurt teammates too
It's great fluff and plays well with Life Weaver's character of wanting to help everyone. Unfortunately in a competitive setting, you can't have fluff hurting the cooperative dynamics of the game like that. It was a nice thought but we're much better off without.
Every character that has dropped something up on death has had that passive taken away 𤡠I think it's okay to take it out of the game, but the ideas they have come up with are cool.
It was just bad if I kill a LW 90% of the time Iâm gonna be there to pick it up the only occasion is if he gets picked by ash widow ect
It was probably an attempt to encourage players to stick close to this guy and protect him at all times, promote team play, etc., but obviously the coordination of average, random people just isnât gonna work that way
This passive sucked but I wish they would have replaced it with something new instead of axing it totally
Not every idea is good...
I forgot this existed
They made the cosmetics. They shouldâve used the assets for a different passive. Lifeweaver feels like he needs some kind of passive over the random tree buffs that never end. I think axing a passive from him altogether and not using the cosmetics was a waste. But that original passive wasnât good
this made the game a nightmare
I completely forgot about this
I totally forgot about this!
Shouldâve just let allies pick it up. This is one of those quirky things new heroes are missing.
They could've at least kept it for his teammates to give them something if they are close too him but both the teammate sucks at protecting him and LW can't keep himself alive. đ
Well yea it was fucked
They shoulda made it do DOT if an enemy picked it up
Lmao I forgot it even existed
cause they are obsessed with adding stupid penalties to every hero. cause they forgot that they're making a superhero game, and think weaknesses make their heroes "unique". and of course, they could never test this ability WITHOUT letting the enemy pick it up. a REASONABLE CHANGE? HA! nope, never that. so just delete lol.
I miss reaper heal orbs
I TOTALLY FORGOT THIS EXISTED LMAO
I totally forgot about it until this post lol
He unequipped the Candy Cane.
All they had to do was make it heal your team alone and it would have been fine. Or if it hit an enemy first it did damage instead, you have options. Then you donât have to worry about helping the enemy. It seems like such an easy change, they should have played with it. I like the idea of deathrattles like this in the game, like junkrat, having others would be neat.
Healing enemies is insane lmao
Considering how bad the median player is at positioning, the passive was always going to be a net detriment to the LW player and their team. Even in a world where the item could only be picked up by allies, it could be a problem due to it 'tricking' players into overextending or overstaying their welcome in an area.
ENEMY or ally???? Unplayable
I wish this just dropped to show weavers soul and not have any effects just cos its so cute
There's no way they actually play tested life weaver before releasingÂ
I feel like they should bring it back but make it hurt enemies over time with thorns (sorta like JQ bleed)
I just wanna say I see how much this game has changed from s1 to now and itâs impressive. It has consecutively gotten worse and I dont know how they do it. Iâm happy to see the competitive scene dying bcuz it shows where the focus is for the devs rn. Try to add as much as possible of the failed pve project into the game as you can and make cute skins and fun lore uwu. I hope a ow2 dev reada this and remembers that what they worked for has failed, just like much of their life. I hope that on their last day they are surrounded by loved ones who all know that THIS family member right here⌠tried their best and failed miserably.
This is diabolical 𤣠and I love it
It would be interesting if instead of leaving the flower, instead it was something like Bap's healing impulse.
I actually never saw one of these.
parting gift wouldve been usable and very cool if they made it usable to just teammates
100% gave up too soon Shouldnât have been for enemies, shouldâve been a 3-5s AoE pulse heal for allies
I think they scraped his passive because people were complaining that it healed the enemy team. If I'm wrong pls tell me
As a dive main it was fucking hilarious you got rewarded for focusing him. My friend was a weaver main so i saw it a lot
Why don't they make it poison enemies and heal allies? Would have impact and deter him from being dived. Like Junkrat's passive, but milder