I think it'd be nice if allies get a big speed boost for like 3 seconds after getting pulled. That way they can quickly re-position to where they want to be before you yanked them. Yank your tank from the frontline back to you? He can get healed up while he quickly runs back to the frontline. It would also reduce a lot of the annoyance of being grabbed because you would then get a feel-good speed buff to yourself after you get pulled.
I thought it would be a good idea to give someone 3 seconds of 30% resistance after pull.. resistance is used so little in supports with only nano boost having it
LadyPicaro That would just be way too much for 1 ability on a 16 seconds cool down, it already cleanses some things like cass nade but way too op to combine suzu and life grip together
i think it would be cool if he got some sort of bleed or poison damage, for example if an enemy is near a petal platform or the tree. makes sense witth him having plant thorns
The tree should poison enemies in the radius with a small DoT around 15hp/s and also apply a 40% healing reduction. Make it threatening to be near the tree as an enemy.
I think if you land a certain number of thorn hits it should inflict them of poison. That way you can get worth out of actually doing damage and the enemy will still be taking damage even if you switch over to heal the team
I always thought his primary would be like the needler from halo. Or maybe if you land enough thorns it would explode to do bonus damage. Not too much damage though ofc but still better then nothing
it kinda does look like the needler, doesn't it? i wish it was slightly stronger, it doesn't really feel strong enough other than making someone back off
I think the best way of fixing his platform is by giving him the ability to activate it by pressing the same button again or by pressing F like Sym's teleporter instead of the "auto activation on touch" thing, just imagine the possibilities of being able to activate your petal from a far and not have your teammates waste them by stepping on them for no reason.
@@jaidenc.2017that's not how it works lmao. Like the OP said, it's either interact key (F) or ability key (LShift) Q only place the tree and also destroy it if you doesn't need the tree
They absolutely need to make his healing charge passively or tie it to his reload and allow him to keep the charge indefinitely (even when weapon swapped). Other than that, he could also benefit from improvements to his dash to allow him to make plays a bit more aggressively. I recommend 2 dash charges so that he can use one to go in and one to get out and also 1v1 way more effectively
@@genesisosunayeah agreed his thorn is so slow its rarely hit anything. Increasing his switching, reload and projectile speed can vastly improve how he play
I manage to carry in most comp matches as Lifeweaver, out healing the other healer and enemy team as well with an average of 15k-20k heals per match. like my personal opinion with supports is that I think Mercy is only good for rez, nothing else. She's not that great as a Support and people only pick her to pocket Pharah instead of healing the other team members.
FINALLY someone mentions double dash. It would help him escape or position better. Petals are in dire need of a passive like gradual healing. His ult needs something extra like a slow or cleanse when it pulses. And his needler needs faster transition between heals. I agree with the passive heal charge. I feel like lastly kiriko should have cleanse removed (longer immunity tho) and give it to LW because you should not be able to cleanse an entire group off of just 1 cooldown, and it fits his style more imo where people would get less mad if you pull em. His focus being cleanse alone would make him much more viable
One idea I had for a lifegrip rework is to make it a tether beam that requires LoS, gives 50% damage reduction, heals for 50 hp or 100 hp if they are critical (like Bap's regen burst). It lasts 2 seconds and your target can press the interact key to teleport to you. I'm curious of the actual weapon swap time. Moira has a noticable swap time as well between damage and heals, but I think its less impactful because she has orb with 8 second cooldown and is gonna use damage or heal orb first in a critical situation
That's a good idea actually. They can either stay in the fight if they think they're gonna pop off with the 50% damage reduc plus little burst of heals or tele out before the 2 second timer runs out. That would instantly make him really good cause you could enable heroes like genji to be more aggressive and brawl in the backline a bit more then get teled out
My thoughts on little tweaks. -Hitting enemies with thorns raises the minimum heal of your healing blossoms from base 10(or whatever it is) up to a max of 25-30ish for about 3-5 seconds or so. This'll make doing damage a viable thing, because you're buffing your hps on quick blossoms. -If he has a placable elevator, I think it shouldn't be too far off for him to have a placeable thorn trap. It can have a slight slow and bleed (or a lot of one or the other). This would help him lean into a more versatile helper. It can be used to cover a route he's camping and help identify any flankers that will obviously be gunning for him, or help against a hyper aggressive tank, which he is awful against. -Tree is pretty horrible for what its supposed to do, so I thought it could do less initial burst healing, but add a defensive buff (15-25%) to everyone in its radius. This will make it an actual threat against certain comps, especially poke and sniper. Giving his tree a role that Zen's ult can't cover. One of these changes would make him more playable, two would make him viable, all three would make him meta... So I would advise just taking two of these ideas. A meta Lifeweaver would ruin OW2 easily.
Defensive cooldowns are only useful because they let you stay in the fight longer to potentially win it, but LW wants to pull you out - he basically enables you to safely concede fights, but not win them. Is there a time and place when safely conceding a fight lets you win the next one? Yes, but rarely Fundamentally, his abilities have the worst impact on the game. Dealing damage is better than preventing damage, which is better than healing damage, which is better than running away safely
Lifeweaver definitely needs something that lets him be more proactive in the fight. Even if that's reinforcing his supportive/defensive playstyle. Even Mercy can make risky plays with rez or use GA to reach a struggling teammate deep in the fight, and she can get away with it because of GA, and the self heal to keep herself alive. And not to mention, even when she doesn't have much to do, she can damage boost which can indirectly pressure the enemy. Unlike Lifeweaver, who can basically just heal or spam choke points. Maybe Lifeweaver needs a new passive, one that links to his existing abilities. Like, what if he received a temporary heal boost for blocking more damage with Life Grip? Or the Petal Platform gives a constant, small healing overtime for teammates that stand on it? Or how about the Petal Platform falls back down after not being used, so that it can be reused and doesn't become obselete for the rest of its duration? Besides from these ideas, I still think he needs these buffs to his kit: *+ Reduce Petal Platform cooldown from 12 to 10 seconds.* _It doesn't get that much value anyway and Lifeweaver needs to be able to help his team more often than just healing. Ignoring this buff could be excused if they added the previous mechanic I mentioned about the Petal Platform being reusable._ *+ Reduce background reload time for Healing Blossom & Thorn Volley* OR *+ Make ammo infinite for Healing Blossom.* _Considering that Lifeweaver has a laid back playstyle where he's mostly focusing on healing his team, it makes no sense to me why Lifeweaver has ammo for his healing while Mercy doesn't. Yes, he heals more easily, but he has less mobility and no offensive capabilities. And it's ironic, cuz even if you're swapping to his Thorn Volley more often, even this playstyle is punished because you're constantly low on ammo between weapons and regularly having to reload. Making either the infinite ammo or reload change would make his primary fire feel way less clunky and less awkward to manage._
His petal platform should launch you towards the direction you’re looking it and keep it there for teammates, so he could get them in and get them out and give him a bit of damage and it should be good.
honestly i love this, but i think petal platform could be reworked slightly to be almost like a controllable elevator; allowing for a repositioning of a misplaced platform or accidental launch by an ally (which is way rarer now but still happens), though in that case it’d probably have to be nerfed by making it a longer cooldown to cast, but also have it stay slightly longer to compensate
I'd really like for you to have a fully charged healing blossom ready when you switch back from damage so you can have more oppourtunities to damage without worrying about the charge after swap, just make sure it follows the reload time rule and I think its balanced
it would have been nice to talk about the playstyle you adopted to get to GM. I imagine you had to try a number of different approaches before you were able to really climb and it'd be neat to hear what did and didn't work for you
You can see a few similar patterns in the footage of how he plays, he flanks but not enough to be in danger away from team using petal plat to reposition
I have only played Lifeweaver since his release. I love him. He is gorgeous. Also I like that he is low tier. No one is taking him. We Love Lifeweaver.
His healing kinda reminds me of one of the ultimates in Elder Scrolls Online which fires these little orbs into the sky and heals everyone in the radius. I wonder how broken it would really be that a max charge heal could shoot into four healing orbs which could hit all of your team mates if they're in range
I want them to make his pull more unique than a addition 50 hp when pulled. Maybe a cleanse possible a speed boost or even a demand reduction for some seconds. His healing is so high cause that’s all he can do. Maybe buff his projectile speed even so he can get some picks too.
I love his mobility and constantly shifting to good positions to pull people to safety if they need it. What I would love is if they lean more into it by letting him reposition faster and more easily. ie. 4 second dash CD, and maybe even 2 charges. And his platform should really be more available, 12 seconds sucks. I also really like how he adds terrain with his tree like Mei does with her wall, and the creative plays you can do with blocking off paths and enemies, it's just a shame that it's on an ult so he can't do it very often. It can be used proactively and offensively so I'd love if this could be a bigger part of his kit somehow. Or another idea i had was if Petal Platform had two options instead, one where the seed grows into the normal platform he has right now, and another where the seed grows into like a wall of vines that act as a physical barrier. Right now I do feel like he doesn't have a very defined theme. Leaning into him being able to alter terrain would be very interesting.
Lifeweaver/mercy main here I completely agree with your takes and your proposed buffs for lifeweaver overall great vid but if I were to buff life weaver I’d do some touch ups to his thorn volley and tree
@@joaosilva9833 Porque ambos personajes tienen la misma sensación algo casual y todavía pueden ser competitivos o ambos proporcionan un estilo de juego flexible, pero ese soy solo yo
I think Tree of Life should heal a big burst heal (like it does) then do 2 things: 1) Throw a fully charged heal blossom (75hp) at the lowest hp% friendly within range every half second (or whatever interval ends up being impactful but not OP), and 2) shoot thorn volley at the lowest %hp enemy it can see within range and will acquire a new target every half second if the enemy leaves the area, dies, or finds cover. Lastly I suggest the Tree has a final "parting gift" when it disappears from play. If it lasted it's full duration it leaves a "parting gift" of a 50hp over health on any friendly player in it's range, BUT if it was destroyed by the enemy the "parting gift" is an explosion of damage that damages any enemy team in range for 75hp. With these changes the Tree actually swings the team fight in a more meaningful way and it gives it a role of area control that discourage the enemy from staying inside it's range. It won't heal EVERYONE as it pulses, but it will provide a meaningful stream of heals to those who need it most. Since the Tree is immobile and destroyable it should be STRONGER within it's range than something mobile like a Moira ult which heals and damages and can really turn a team fight in your favor. Alternately, change Tree of Life into Grove of Life, and instead of a single large tree, make it several smaller trees in the area that provides more possibilities of useful cover, forces the enemy to destroy each tree making it a little harder to deny it's value so quickly, but also, have the canopy (tree tops) link to provide provide exceptional cover from above to protect the team for a period of time from ranged fire from above (snipers, phara/echo, DVA?Bastion/DF/Phara ult, any ranged on high ground, etc) and giving players a strong advantage at ground level.
I think removing the penalty switching between damage and healing would make him fine. It's crazy to me that they would release a support and try to force them into one playstyle
Spitball Utility ideas: I do not care how good or healthy these are Applying enough dmg with Thorn Volley inflicts a 10% slow and a 10dps DOT. You or allies who eliminate this enemy during the debuff are granted 35% cooldown reduction and 8% bonus ult charge. Petal Platform provides teammates with the ability to inflict the aforementioned poison effect with their own primary fire. Or Increases rate of fire, reload speed, and cooldown rate by 20 - 30%. Doesn’t need to be all 3. Rejuvenating Dash provides a brief 25% movement speed bonus after using it, which applies to allies nearby. Could also have 2 charges. Tree of Life provides 20 - 30% Damage Resistance, also cleanses to heal through anti. Doesn’t need to be both. Allies take 75% reduced damage from enemies that are firing at them from outside of the tree of life AOE (forces TOL engagement) Life Gripped allies gain temporary overhealth based on mitigated damage from the bubble. Healing Critical Health allies with Healing Blossoms increases your Volley damage and Rate of Fire by 25%. Petal Platform automatically lowers after 2.5s of not being stood on. I’m sure some of these are UNFATHOMABLY shit ideas 👍
Increase his dash distance (or add charges), so much so he can basically fly horizontally, this would pair well with his platform, and provide him with a better tool for those off-angle flanks, much like Bogur was pulling off in this vid (No way you were taking this many angles to do damage before the buffs, at least not with as much efficacy). I always thought Pull should/could refund Dash, so you could Dash around a corner, Pull your Team, and Dash back. Kariko is allowed to do wierd flanks because she can teleport back to her team. Dash could maybe have a AOE effect to help heal teammates. Tree's initial burst could be a cleanse and heal buff (ana nade) to teammates. Make the trunk even bigger, so walling enemies becomes easier. Pulling Teammates THROUGH the platform, should be a thing. There's so many things they could do, but I imagine they're trying to find the most simple/elegant solution, because the character looks quite messy with all these little quirks.
What if Life Grip had two options like a moira orb, where one can pull and heal, the other reinforces your teammate and gives them something like 30-40% dmg reduction and maaaaybe a healing boost of 1.5x while the reduction is active.
What if the petal platform isn't a platform but a solid column that raise up that can be used like temporary cover, and what if we change his ult to be even wider to provide even better cover usage. Let him be a hear that provides unique cover and let's the team fight in more aggresive areas. That should be able to provide that carry potential without altering his identity too much, and still being easy to use mechanically the way devs intended
The moment i heard "Lifeweaver", the name made me think that he has a sort of linking ability, like a line that links two allies or two enemies at a time that extends healing or damage effects, and maybe u can pull two allies to safety that way.
The damage thing is a good point, and I have an even BETTER fix for it: Give Lifeweavers healing blossom a charge for every thorn hit on an enemy. So if you’re spraying your thorn volley, and you hit 50 thorns, then when you swap back to blossom it starts at 50 charge out of 75. You could weave (no pun intended) damage and healing flawlessly on this system. Maybe even have it so healing teammates reloads thorns too.
its just bad for the game having a character that can pull you back to spawn in an extremely micro aggressive game. which is why i pull people in on attack instead of fucking back to spawn. people will use him on attack them be mad i tell them to stop pulling me out as monkey, will be the reason we dont get point first or hold space every time. lifeweaver is literally them trying to make up for not having fucking ZARYA as a second tank, which actually did make the game fun for me
Blue lights don’t do anything. And the glasses are useless. There is little science behind them. The funniest part about this is the fact that blue light isn’t even the issue with long sessions of gaming. Don’t buy them.
Here's the change. Pedal platform is only activated if you press and hold the interact button (the person standing on it - not LW himself). Whilst holding the interact button the platform raises HOWEVER whilst holding interact, you are locked onto the platform and directional inputs move the platform in any given direction! BUT ALSO stepping on the platform gives a buff, either a reload bonus a speed bonus or an ammo bonus for a brief period. That way the platform is not just a reactionary tool for getting away, it's not just a pre-fight positioning tool, it actually has an offensive/enabling effect, which is what he lacks. You don't even need to use it for positioning and it has utility. Player saved.
kinda too complicated to both develop, and players to adapt tbh. I'd make it so when u press platform, a mini menu ( Kinda like when u use moira's orbs and lets u select between healing or dmg ) would let you select the direction of where the platform will launch
I'll be honest i only watched 3 minutes at the time of this comment, but i love having a lifeweaver in the team since im a reaper main, his pull allows me to dive twice in safety, first dive is a wraith and second dive is a life pull, and i've seen multiple lifeweavers reaching 20k heals demolishing other supports. I don't feel like he's a bad support at all if played correctly, the only problem is "a bad lifeweaver is the worst hero"
I haven't even played this hero (or Overwatch 2 in general in months) but watching his heal seemingly do so little while ALSO being forced to charge it and equip it like a weapon looks really unfun. Just reverse how it works and make it charge itself, including when not equipped, with you clicking when it's at full charge or clicking prematurely for an emergency touch of healing to help someone that's burning to death or dying to a Widow mine or something. Could also pepper in some Moira with a focus on back-and-forth damage and healing, get a tiny stacking buff (not infinitely mind you) to your next heal for each needle you stick and maybe increase your rate of fire for your next magazine of needles according to how much healing you've done in the last 10~ or so seconds. This could bounce off itself so that if you're good at landing shots, you can keep healing and doing damage blazing fast. The buff to healing could either increase charge speed or just how much healing each charge does.
Great vid, looking forward to the Weaver UTGM upload. LW's fundamental problem is that he is a reasonable hero. In a rational, legitimate game he'd be really strong.
even a year after this video i am genuinely shocked lw is almost entirely the same. a cleanse on grab just seems, ideal? especially with how little a hero like weaver is used. loved hearing your input and watching the entire unranked to gm video, your editing is very entertaining and i could feel the pain and despair through the screen during the maxwell games. you showed a ton of heart and determination (undertale!) through it and the end once you hit gm was incredibly satisfying and i could sense the amount of relief. it feels wrong to be entertained seeing you suffer during the games but you're such a great personality :) congrats on the achievement and the degree!!
i really appreciate the section about the intentions for lw. I love overwatch because even though I struggle with fine motor control, on a bad day I can just play mercy! It's actually a really important accessibility thing. Most overwatch cc's seem to only care or only talk about how changes affect T500 and owl. But casual players are just as important to the ow community as streamers are! i guess I just appreciated you not being an annoying t500 player and being down to earth
I have over 40 hours with lifeweaver now and i thoght on some modifications that would be really good: - His primary fire could build some kind of effect on the enemy that would reduce a bit of the damage they deal, like 10%/15% dmg reduce when you hit the enemy for some amount of time; - His ult could apply the same effect but like 20%/25% enemy damage reduction What i seek with these changes is giving him more impact on the game, what ive seem playing him is the lack of impact compared to other supports. And giving him this changes, i would nerf his healing and ult generation so he is not that broken. Note: this numbers are just ideas, an enemy with 20% damage reuction in theory wouldn't sound broken but in action it can really change things, so just take them as representative numbers. :)
Just came up with this idea so I’m spitballing What if for Zen, instead of his alternate fire volley, he takes a few of the orbs and does a like a “kamehameha” charge up animation, and then he can release a charged orb that does more damage than a regular orb but not by much, it’s main purpose will be to throw it at the ground near teammates to get a burst heal in, but also, if he charges it and looks at the ground and then melees, he’ll place the charges orb under his foot and then stomp and it sends him flying up into the air lmao, then you can nerf the kick damage and distance of the boop, so the discord changes I mentioned in another comment (put it on a cooldown, ~5 seconds on, ~6+ second cooldown) then maybe do the same thing to his harmony orb but buff the healing per second, idk Might be cool for another support, a healing or damage hadoken that they can use like a buffed junkrat mine/Ashe’s coachgun kinda, with a cooldown of course, same if u put it on zen, or just make it take a good bit to charge up fully
They need to give him more/better abilities. Like give him a passive that is good like "nature's blessing" whenever you use one of you nature abilities(tree of life, pull, platform) then everyone around him gets extra healing or maybe give him a passive like "thorn armor" where whenever you shoot at him you get damaged or "photosynthesis" where the more healing you do the more damage you do or you can make it the opposite way where whenever you get an assist via damage you either insta charge up your next heal or give him a brief period where he can charge up his heals faster. There are so many good passives they could add but they kinda just forgot about that after removing his old passive.
create some kind of downside to enemies jumping on a petal; slow and “thorns” damage over time maybe. also allows u to go for plays by lifting an enemy up. to compensate, lower the hp from 400 to 200. if tree gets broken before the time would’ve run out allow it to drop a TEAM ONLY flower healthpack for everyone inside of the radius to provide some kind of value if it just blows up. lastly, bc of the annoying charge of the heal and strange weapon it could be interesting if you could keep a heal charged while shooting still(slow would still apply) edit: had the idea of maybe having the petal do an alternate effect if a teammate steps on it first, smaller heal pulses of 25 hp maybe? would prevent the inconvenience of not being able to always reach someone who goes up on it. 1 second of increased speed after using dash would also make him feel more slippery and close those crucial gaps for reaching a heal or grip, small change but it would definitely add up with the amount of times you can dash back and forth for mobility.
Two things I wish they would change as a LW hater who has to deal with him in every QP game this season. 1st - get rid of the "use movement abilities to cancel life grip" and just give us "f to cancel." Especially as a tank with mobility, usually my brain is telling me to get out around the same time the LW is considering grip. Ive accidentally cancelled so many grips on Dva because im about to fly away anyway, only to get stuck in the bad position because the fly and grip cancelled each other out. 2nd - Petal need some sort of initial "stickiness" when you place it under a teammate. Most times a LW tries to lift me up on bastion/soldier/cass/etc, i've fallen off before getting to the top just from natural AD strafing/normal dodge cover movement. So basically, both abilities that even when used perfectly would still make him far too reactive of a hero...those abilities don't even work as intended half the time.
As a lw main, here is what I think about his kit-- His ultimate is fine. It can be used as extra healing or as a pseudo shield if played around correctly. Plus, it charges quite fast so it won't be super gamechanging anyway. Petal platform is his worst ability (obviously), it should be made manually controlled so that LShift raises and lowers the platform and F destroys it. I agree that Life Grip SHOULD have a cleanse, after all its whole purpose is a single target save. Its kind of absurd that it doesn't cleanse already considering suzu does all that and more and its AoE. I have no issue with his healing, but I think it would be nice to have some kind of mechanic that causes the enemy to take low DoT after landing several thorn volleys in a short period. His time to switch weapons should be seriously reduced, as it massively affects how quickly he can charge his heals, its very annoying. I have no issues with rejuvenating dash, it does what it's supposed to plus it heals. If anything at all were to be changed about Tree of Life I would just make the tree bigger so it blocks more damage :)
Haven’t seen all your changes yet but besides buffing him they also need to put Discord and Mercy Damage Boost on a cooldown, I have an entire rework for mercy in my notes app that basically makes it so if you have a healing beam on somebody it’ll do a burst of damage boost for a couple seconds (putting it on cooldown will encourage Mercy’s to use it on abilities instead of primary fire, dynamite, firestrike, etc… but if you don’t have a healing beam on someone it shoots a projectile that can impact + splash heal or damage, the damage boost would be like a 5 or 6 seconds cooldown, the projectile would be like 2 or 3, then remove her gun and make it so her melee is a quick double tap with her staff, have each strike do a little less damage, but if she lands both it does a bit more than a regular melee, so one button does two hits, but it takes her longer to be able to press the button again than other characters, same thing should happen to Zen, don’t let them melee consecutively as quickly, nerf the boop on Zen a bit, at least the damage, and then put his discord on a cooldown, maybe like “if the target doesn’t take damage for x seconds or if the damage dealt to the target exceeds x damage, the discord ability goes on cooldown” so, if the target takes like, 800 damage, or maybe like 80% of the health, idk the best way to do it, like if it’s 800 damage, you’ll only ever see it go on cooldown if it’s on a tank getting pocketed, so it would still be up too often, if you make it 80% of their health that would probably change a lot of breakpoints and Zen maybe just become useless, anyway, the simplest way to do it would just be to make it so it disappears off the target after like 5 seconds and then goes on a 6 or so second cooldown, I overcomplicated it lol I also am intrigued by the idea of making anti heal effects make it so you take reduced healing instead of zero healing, nerfing the most busted utilities in the game and buffing Lifeweaver creatively is a sure fire way to make him meta, can’t wait to hear your ideas!
One change i thought of that may be a step in the right direction is making so thorn volley charges your next healing blossom. So there is a benefit to doing damage when you have to. The more damage you do the less you have to charge kinda deal.
Yeah the platform change is frustrating. Now that its smaller i can’t use it as traps for the enemy player. I think the enemy should still have the old platform trigger size. And allies have option to press interact key to go up
Also would like an ability with Lifeweaver that is kinda like a projectile CD that can either tie or Hog tie enemies thus not allowing them to use their primary and any throwable abilities. He throws it kinda like how he throws out his platform and it's like Magnetic Grenade or Sombra's hack just that it doesn't increase damage and shuts off cds or shuts off mobility cds and slows enemies like MagGrenade. Instead you can still move around, blink, and double jump, it's just that abilities that you have to use your hands like throwing suzus, sleep darts, nades, rocket punch, mag grenades, or even shooting your primary or right-click, those will be shut off by this ability. I think said ability could be a good one for him not just the life grip
He is good on certain situations like pushing the payload or defending it. But capturing points he suffers big time especially depending on the map. He is also just good at countering certain heroes like Sigma and Mei. That being said, I mostly play Lifeweaver on quick play not ranked
I have been playing lifeweaver since launch and I love it. these are my takes on some buff. GIve his patform 2 charges so you can actually move yourself and others around the field effectively. while on the platform you and teammates get rate of fire buff, maybe not as extreme as what you get inside kirirs ult. lifegrip no cleanse otherwise we go into a cleanse meta, but pressing the key again allows you to break the grip at any time, letting you either pull or place them only a few meter away. IT aso allows you to clutch use it just as a shield for a few seconds. finaly his ult shoud have cleanse, at the initial burst and every burst. this wil make it a wonderful tool for attack and defense, countering a big nade or burn or jq ult, and wil make it a priority for the other team to destroy it.
i'd 100% be down for grip giving a mini zarya bubble. It'd make players use grip to prevent damage on allies, rather than holding on the ability, waiting for the perfect ocasion ( Which barely happens )
I always thought itd be cool for life grip to provide the teammate with a damage boost for a short time based on dmg blocked. Or for Petal platform to give dmg reduction/dmg boost for its duration so he can better support his team outside of mediocre heals. I love him but it sucks you really cant play him in metal ranks or outside of 5 stacks
As a person who likes life weaver, I agree completely. I’d be happy if they got rid of the 50 health from life grip and made it cleanse instead. I’d even be ok if the lowered the healing on his primary fire, and added 25 aoe healing in a small area around him when he uses dash. He still gets the 25 health and healing passive started. While giving his team mates 25 hp as well. And def get rid of the weapon swap all together. It works for mercy, it does not work for life weaver. And or increase the ultimate cost and add a cleanse to the tree on the initial burst when you activate it. It would give him a chance to counter play, which he desperately needs
poison/damage over time to the thorns or a faster projectile speed like orisa would be enough for lifeweaver. Unsure about you but lifeweaver's ultimate can be a great fight extender or burst heal, you can cancel it by pressing the activation button again so you can get ult charge again. Lifeweaver's ultimate basically allows you to go battle lifeweaver without consequences since it's a healbot. Same for other supports.
Since his abilities are related with symetra, his life grip could be an teleport that teleport the teammate to lifeweaver(no more getting stuck) and for 1s the teammate can press F to go back to the same place. My second idea is life grip primaly gives that bubble shield and if he really wants to pull he press E again
Maybe Life weaver gets a small boost to his heal charge up time after doing some damage.. this would encourage being more proactive and reduce the punishment of time to charge heal.. the unfortunate part is blizzard is set on keeping him like mercy and they are doing that by making it difficult to do damage.
it wouldn’t be necessary and doesn’t contribute to utility, which is what he needs. he doesn’t NEED more healing. his throns should apply a debuff or something, have some effect that other supports do not have.
Giving him a boost to how fast his heal charges up after doing damage isn't to give him more healing.. its to remove the punishment of how long it takes to switch from doing damage to ramping up a heal.. Right now it's not reasonable to be outputting damage because of how long it takes to get healing out in most situations unless your heal botting. In Masters and GM+ most support heroes are able to do damage and not have to consider the impact it will have if they need to heal. Also, I'm not sure how you can consider Pull and Petal Platform as not being utility. Both abilities are used as utility in games.. they are infact 100% utility.
Tbh he needs another rework and if I could list 4 things which can be give or take to put him in as a real viable B+ to A tier support. 1. His life grip heals 100 flat hp, has a single target cleanse, and gives an additional .5-.7 seconds of invulnerability after they reach the pull destination so they don't get one tapped once animation ends. 2. The tree of life lasts for 3-5 more seconds, is invulnerable for the first 3 seconds, and has a cleanse on its first pulse and last pulse (or a 1 time cleanse for each player hit with a debuff while tree is active) and a larger radius that's possible able to heal through walls. 3. Able to use heal and dmg at the same time, just have both hands out so we can simultaneously dmg and heal. 4. His hotbox is still too large for a support so it either needs to change (the petals on his back shouldn't count as a hit able target) or he needs more HP gain on his double jump Bonus 5: allow his double jump to go wherever the user whatever direction the user wants up, down, side to side, f*ck it diagonal. Maybe not all of these but imo 2-3 of them would definitely help make him viable.
Some quick ideas that would make Lifeweaver more proactive: - Reduce his spread on his secondary fire - Petal Platform can be controlled using the interact key - Tree grants Mercy Valk damage boost to allies in its radius I also like the idea someone had of making his secondary fire like the Needler
Lifeweaver in general is a very defensive type of a support and I think Blizzard should keep that design... However, I think LW's ult should have some sort of additional buff for allies, perhaps a damage reduction buff when near the tree? I also feel like he should be able to set up healing flowers on the ground with his left click when not targeting allies. These flowers then have to mature over time and when an ally steps on it they burst into a healing area, similar to Soldier's heal, but weaker. Maybe also a small burst of movement speed for an ally when you pull them, so they can reposition more easly? There are many solutions, but I don't think his ult should deal damage nor he should be granted more offensive tools.
also think his main heal should do a small Hot depending on the level on what level you use it at. and maybe if he hits a certain amount of dart attacks it does a small amount of poison damage
@@INFECTEDbandaid tbf it most likely won't be the same model since orisa still has old highlight intros with bongo but everything else will probably be the same. Maybe it'll look like the valorant spike lol
Have the tree sprout roots which first slow, then, poison, then finally ramps up to root enemies who Life weaver damages ( based on how many hits they take ) while reducing the overall healing and whatever balanced adjustments you need. Makes it an ult with a cool burst heal for defense on cast, but with awesome damage potential if he fights under it.
8:32 Moira can swap between damage and heals instantly, doesnt have to charge it, has passive applied regen even if u 1 frame tap somebody with heals. Would be cool if LW heal always charged itself while u shoot and u could swap between shooting and throwing fully charged heals like bap
For platform, why not making it in 3 step when pressing the keybind like : press = place the platform press = go up press = remove platform => it would allow ur team to more easily use it as a team and not solo or be able to block a way without having to activate by ur own footstep and anyone could activate it by pressing interact if u let a platform somewhere.
Had a tank yesterday start throwing, standing still, walking into enemy fire and letting himself die, I used my grip on him to save him from a junkrat tire and it got him off the point so we C’9’d, that tire also killed the only two teammates (me and bastion) so he likely would’ve folded in 2 seconds anyway, still, it was probably a misplay, but like, even at the end of that round I had the most healing out of anyone on the team and I had two deaths prevented with Lifegrip, had 3 by the end of the match and that’s the most I’ve ever gotten (and any LW mains out there know that the stat severely under compensates you, i saved way more teammates than that they just were a little bit above critical health so it didn’t count I guess lol, also used it to get my DPS to high ground a bunch of times but they kept jumping off Anyway, most heals in the game but because from his perspective I threw the first round for us with that life grip (it was junkertown and we were already 2 points deep, almost at the end!) he starts hard throwing for the rest of the match, oh also he lost us the first point because he was genuinely AFK first round defense until after their spawn doors opened Every other person in the match was flaming him, our DPS and other support all roasted him and we all told the other team to report him and the other team was roasting our tank and their Lifeweaver because I had almost twice as much healing as him XD
It would be nice if his ultimate pushes enemies slightly with each healing wave, since the tree is solid object that provides area denial, and maybe lower it's HP for balance.
Ok, but I wish he addressed the fact that people can actually climb with Mercy, and she was considered OP by a lot of people. So what is the meaningful difference? It is probably dmg boost which is more direct value than LW shitty damage, or guardian angel which is more consistent than petal platform. Also rez can shift team fights even if it is harder to pull off safely in higher ranks. If he is like Mercy I think it would be useful to take that perspective and see what helps Mercy succeed and add smg like that to LW
One of the biggest complaints Ive heard about long term meta in Overwatch is discord. Its even more problematic in 5v5 as you can just leave it on the one tank, effectively deleting 25% of their HP in one button press. I dont know what they could do to rework Zenyatta, but what if Lifeweaver's thorns gave a stacking discord effect instead, eg per thorn hit the enemy takes 1% more damage for 6 or 10 seconds or something. Up to a cap of the 25% discord is now. Helps give Lifeweaver proactive value, slightly helps his rather pitiful 1v1 potential, requires more skill and allows more counter play to the discord effect. (total plat chat opinion btw but its just something i thought of while watching this and reading other comments with suggestions about bleed, poison or Halo needler explosions on his gun) Also how about having a variable cooldown on pull, eg a low hp target: cooldown is to like it is now, but pull a full target and it has a shorter cd to incentivise making plays rather than reacting.
I wish they kept his old passive(without the bullshit healing enemies) Let him be a healer. Maybe even his petal platform heals too for a small amount after it’s been activated(for teammates only) His kit is about repositioning which we only really see in Lucio. The difference being LW’s repositioning is vastly more vertical for teammates. Let healing be a part of that please blizz Edit: maybe for an offensive idea, perhaps if he lands enough thorns on a single target, biolight vines start growing on that enemy and slows them shortly. Can be cleansed by Suzu, or if slowed enemy is Lucio boosted, the neg speed would neutralize the speed boost somewhat.
Maybe tree should act as a kind of mini supercharger like ow1 orisa like maybe a 5 to 10% damage boost to all players in its raidus i don't think it would be that broken since tree can still be destroyed and the healing isn't that great but a small bit of utility when using it to allow for more proactive ults would be nice
I would give wifebeater two buffs: Dash has two charges, cooldown from 4 to 6 seconds Pull doesn't immediately pull team mates, instead it gives one second of invulnerability then it pulls. The pull can be cancelled by pressing the ability again. His healing and damage is good, no need to buff it more.
Personally (and sure, maybe I'm bad) I find it way too easy to unintentionally walk off petal platform. Like if the tips of the petals folded up to form an ankle-high guardrail when it's activated I honestly think it would help.
The problem with Lifeweaver from my limited experiance is, he punishes players that know their champs, and punishes players that don't know their champ. Of the 70 games of the DBD mode I played, I on average curse him for confusing me on Orissa or JQ. I even won a round only to be yanked back just before winning the round and we lost. But as a Charater you have to think a little more agressively and out of the box. I never played him and probably won't touch him, but he has a lot of chaotic trap potential and play making just from what I seen. But you have to, once again know nearly every champ in the game and their basic in and outs.
No ppl are just stupid on him. They keep talking about the dps when in a regular gold match I can get up to 24k healing with him which is on par with full healers. And that was PRE-buffs
My biggest complaint about him is the reloading. I wouldn’t even mind the swap if he had infinite rounds of damage or heals. Someone that weak shouldn’t have to reload. And It feels like an eternity during battles.
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I think it'd be nice if allies get a big speed boost for like 3 seconds after getting pulled. That way they can quickly re-position to where they want to be before you yanked them. Yank your tank from the frontline back to you? He can get healed up while he quickly runs back to the frontline. It would also reduce a lot of the annoyance of being grabbed because you would then get a feel-good speed buff to yourself after you get pulled.
I’d also like it to cleanse negative effects. It could act as a less powerful Suzu as it can’t hit multiple people
I thought it would be a good idea to give someone 3 seconds of 30% resistance after pull.. resistance is used so little in supports with only nano boost having it
i also think it should cleanse
LadyPicaro That would just be way too much for 1 ability on a 16 seconds cool down, it already cleanses some things like cass nade but way too op to combine suzu and life grip together
If you Full hum from like 5 Meters, He doesnt get Far prom the Frontline an He has speed to engage, forgot about that
the outfit changes really added to the experience of watching this video
Lol😂😂
idk how i got here, but ima comment and go back to world cup, big poggies on gm again
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i think it would be cool if he got some sort of bleed or poison damage, for example if an enemy is near a petal platform or the tree. makes sense witth him having plant thorns
The tree should poison enemies in the radius with a small DoT around 15hp/s and also apply a 40% healing reduction. Make it threatening to be near the tree as an enemy.
I think if you land a certain number of thorn hits it should inflict them of poison. That way you can get worth out of actually doing damage and the enemy will still be taking damage even if you switch over to heal the team
He should stun with every single ability for seven seconds.
That would actually be a cool punish for standing on enemy petal
No
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Bogur has the bingus diff
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I always thought his primary would be like the needler from halo. Or maybe if you land enough thorns it would explode to do bonus damage. Not too much damage though ofc but still better then nothing
it kinda does look like the needler, doesn't it? i wish it was slightly stronger, it doesn't really feel strong enough other than making someone back off
I think the best way of fixing his platform is by giving him the ability to activate it by pressing the same button again or by pressing F like Sym's teleporter instead of the "auto activation on touch" thing, just imagine the possibilities of being able to activate your petal from a far and not have your teammates waste them by stepping on them for no reason.
I like this idea
The issue with that is then it would share a key bind with destroying the tree which can lead to some potential issues
@@jaidenc.2017that's not how it works lmao.
Like the OP said, it's either interact key (F) or ability key (LShift)
Q only place the tree and also destroy it if you doesn't need the tree
They absolutely need to make his healing charge passively or tie it to his reload and allow him to keep the charge indefinitely (even when weapon swapped). Other than that, he could also benefit from improvements to his dash to allow him to make plays a bit more aggressively. I recommend 2 dash charges so that he can use one to go in and one to get out and also 1v1 way more effectively
They need to reduce the spread and make his thorns faster. Make him a bit more of a threat than he is right now
@@genesisosunayeah agreed his thorn is so slow its rarely hit anything. Increasing his switching, reload and projectile speed can vastly improve how he play
@@genesisosunaYES. And reduce the time it takes to swap weapons and refill the heal charge when you do enough damage. We need #DEATHWEAVER 😈
I manage to carry in most comp matches as Lifeweaver, out healing the other healer and enemy team as well with an average of 15k-20k heals per match. like my personal opinion with supports is that I think Mercy is only good for rez, nothing else. She's not that great as a Support and people only pick her to pocket Pharah instead of healing the other team members.
FINALLY someone mentions double dash. It would help him escape or position better. Petals are in dire need of a passive like gradual healing. His ult needs something extra like a slow or cleanse when it pulses. And his needler needs faster transition between heals.
I agree with the passive heal charge. I feel like lastly kiriko should have cleanse removed (longer immunity tho) and give it to LW because you should not be able to cleanse an entire group off of just 1 cooldown, and it fits his style more imo where people would get less mad if you pull em. His focus being cleanse alone would make him much more viable
One idea I had for a lifegrip rework is to make it a tether beam that requires LoS, gives 50% damage reduction, heals for 50 hp or 100 hp if they are critical (like Bap's regen burst). It lasts 2 seconds and your target can press the interact key to teleport to you.
I'm curious of the actual weapon swap time. Moira has a noticable swap time as well between damage and heals, but I think its less impactful because she has orb with 8 second cooldown and is gonna use damage or heal orb first in a critical situation
That's a good idea actually. They can either stay in the fight if they think they're gonna pop off with the 50% damage reduc plus little burst of heals or tele out before the 2 second timer runs out. That would instantly make him really good cause you could enable heroes like genji to be more aggressive and brawl in the backline a bit more then get teled out
Moiras isn't as high as lifeweaver
That could work, There's a character in paladins with a similar ability
would be aids to play against thoughbeit @@nathancasey7712
My thoughts on little tweaks.
-Hitting enemies with thorns raises the minimum heal of your healing blossoms from base 10(or whatever it is) up to a max of 25-30ish for about 3-5 seconds or so.
This'll make doing damage a viable thing, because you're buffing your hps on quick blossoms.
-If he has a placable elevator, I think it shouldn't be too far off for him to have a placeable thorn trap. It can have a slight slow and bleed (or a lot of one or the other).
This would help him lean into a more versatile helper. It can be used to cover a route he's camping and help identify any flankers that will obviously be gunning for him, or help against a hyper aggressive tank, which he is awful against.
-Tree is pretty horrible for what its supposed to do, so I thought it could do less initial burst healing, but add a defensive buff (15-25%) to everyone in its radius.
This will make it an actual threat against certain comps, especially poke and sniper. Giving his tree a role that Zen's ult can't cover.
One of these changes would make him more playable, two would make him viable, all three would make him meta... So I would advise just taking two of these ideas. A meta Lifeweaver would ruin OW2 easily.
Defensive cooldowns are only useful because they let you stay in the fight longer to potentially win it, but LW wants to pull you out - he basically enables you to safely concede fights, but not win them. Is there a time and place when safely conceding a fight lets you win the next one? Yes, but rarely
Fundamentally, his abilities have the worst impact on the game. Dealing damage is better than preventing damage, which is better than healing damage, which is better than running away safely
Lifeweaver definitely needs something that lets him be more proactive in the fight. Even if that's reinforcing his supportive/defensive playstyle. Even Mercy can make risky plays with rez or use GA to reach a struggling teammate deep in the fight, and she can get away with it because of GA, and the self heal to keep herself alive. And not to mention, even when she doesn't have much to do, she can damage boost which can indirectly pressure the enemy. Unlike Lifeweaver, who can basically just heal or spam choke points.
Maybe Lifeweaver needs a new passive, one that links to his existing abilities. Like, what if he received a temporary heal boost for blocking more damage with Life Grip? Or the Petal Platform gives a constant, small healing overtime for teammates that stand on it? Or how about the Petal Platform falls back down after not being used, so that it can be reused and doesn't become obselete for the rest of its duration?
Besides from these ideas, I still think he needs these buffs to his kit:
*+ Reduce Petal Platform cooldown from 12 to 10 seconds.*
_It doesn't get that much value anyway and Lifeweaver needs to be able to help his team more often than just healing. Ignoring this buff could be excused if they added the previous mechanic I mentioned about the Petal Platform being reusable._
*+ Reduce background reload time for Healing Blossom & Thorn Volley*
OR
*+ Make ammo infinite for Healing Blossom.*
_Considering that Lifeweaver has a laid back playstyle where he's mostly focusing on healing his team, it makes no sense to me why Lifeweaver has ammo for his healing while Mercy doesn't. Yes, he heals more easily, but he has less mobility and no offensive capabilities. And it's ironic, cuz even if you're swapping to his Thorn Volley more often, even this playstyle is punished because you're constantly low on ammo between weapons and regularly having to reload. Making either the infinite ammo or reload change would make his primary fire feel way less clunky and less awkward to manage._
His petal platform should launch you towards the direction you’re looking it and keep it there for teammates, so he could get them in and get them out and give him a bit of damage and it should be good.
honestly i love this, but i think petal platform could be reworked slightly to be almost like a controllable elevator; allowing for a repositioning of a misplaced platform or accidental launch by an ally (which is way rarer now but still happens), though in that case it’d probably have to be nerfed by making it a longer cooldown to cast, but also have it stay slightly longer to compensate
I'd really like for you to have a fully charged healing blossom ready when you switch back from damage so you can have more oppourtunities to damage without worrying about the charge after swap, just make sure it follows the reload time rule and I think its balanced
it would have been nice to talk about the playstyle you adopted to get to GM. I imagine you had to try a number of different approaches before you were able to really climb and it'd be neat to hear what did and didn't work for you
You can see a few similar patterns in the footage of how he plays, he flanks but not enough to be in danger away from team using petal plat to reposition
I have only played Lifeweaver since his release.
I love him. He is gorgeous.
Also I like that he is low tier. No one is taking him.
We Love Lifeweaver.
His healing kinda reminds me of one of the ultimates in Elder Scrolls Online which fires these little orbs into the sky and heals everyone in the radius.
I wonder how broken it would really be that a max charge heal could shoot into four healing orbs which could hit all of your team mates if they're in range
I want them to make his pull more unique than a addition 50 hp when pulled. Maybe a cleanse possible a speed boost or even a demand reduction for some seconds. His healing is so high cause that’s all he can do. Maybe buff his projectile speed even so he can get some picks too.
I think a neat change would be having his damage pre-charge his heal.
I love his mobility and constantly shifting to good positions to pull people to safety if they need it.
What I would love is if they lean more into it by letting him reposition faster and more easily.
ie. 4 second dash CD, and maybe even 2 charges. And his platform should really be more available, 12 seconds sucks.
I also really like how he adds terrain with his tree like Mei does with her wall, and the creative plays you can do with blocking off paths and enemies, it's just a shame that it's on an ult so he can't do it very often. It can be used proactively and offensively so I'd love if this could be a bigger part of his kit somehow.
Or another idea i had was if Petal Platform had two options instead, one where the seed grows into the normal platform he has right now, and another where the seed grows into like a wall of vines that act as a physical barrier.
Right now I do feel like he doesn't have a very defined theme. Leaning into him being able to alter terrain would be very interesting.
Lifeweaver/mercy main here I completely agree with your takes and your proposed buffs for lifeweaver overall great vid but if I were to buff life weaver I’d do some touch ups to his thorn volley and tree
Por que todo jogador de Mercy joga com LifeWaver?
@@joaosilva9833 Porque ambos personajes tienen la misma sensación algo casual y todavía pueden ser competitivos o ambos proporcionan un estilo de juego flexible, pero ese soy solo yo
I think Tree of Life should heal a big burst heal (like it does) then do 2 things: 1) Throw a fully charged heal blossom (75hp) at the lowest hp% friendly within range every half second (or whatever interval ends up being impactful but not OP), and 2) shoot thorn volley at the lowest %hp enemy it can see within range and will acquire a new target every half second if the enemy leaves the area, dies, or finds cover. Lastly I suggest the Tree has a final "parting gift" when it disappears from play. If it lasted it's full duration it leaves a "parting gift" of a 50hp over health on any friendly player in it's range, BUT if it was destroyed by the enemy the "parting gift" is an explosion of damage that damages any enemy team in range for 75hp.
With these changes the Tree actually swings the team fight in a more meaningful way and it gives it a role of area control that discourage the enemy from staying inside it's range. It won't heal EVERYONE as it pulses, but it will provide a meaningful stream of heals to those who need it most. Since the Tree is immobile and destroyable it should be STRONGER within it's range than something mobile like a Moira ult which heals and damages and can really turn a team fight in your favor.
Alternately, change Tree of Life into Grove of Life, and instead of a single large tree, make it several smaller trees in the area that provides more possibilities of useful cover, forces the enemy to destroy each tree making it a little harder to deny it's value so quickly, but also, have the canopy (tree tops) link to provide provide exceptional cover from above to protect the team for a period of time from ranged fire from above (snipers, phara/echo, DVA?Bastion/DF/Phara ult, any ranged on high ground, etc) and giving players a strong advantage at ground level.
I think removing the penalty switching between damage and healing would make him fine. It's crazy to me that they would release a support and try to force them into one playstyle
Spitball Utility ideas:
I do not care how good or healthy these are
Applying enough dmg with Thorn Volley inflicts a 10% slow and a 10dps DOT. You or allies who eliminate this enemy during the debuff are granted 35% cooldown reduction and 8% bonus ult charge.
Petal Platform provides teammates with the ability to inflict the aforementioned poison effect with their own primary fire.
Or
Increases rate of fire, reload speed, and cooldown rate by 20 - 30%. Doesn’t need to be all 3.
Rejuvenating Dash provides a brief 25% movement speed bonus after using it, which applies to allies nearby. Could also have 2 charges.
Tree of Life provides 20 - 30% Damage Resistance, also cleanses to heal through anti. Doesn’t need to be both.
Allies take 75% reduced damage from enemies that are firing at them from outside of the tree of life AOE (forces TOL engagement)
Life Gripped allies gain temporary overhealth based on mitigated damage from the bubble.
Healing Critical Health allies with Healing Blossoms increases your Volley damage and Rate of Fire by 25%.
Petal Platform automatically lowers after 2.5s of not being stood on.
I’m sure some of these are UNFATHOMABLY shit ideas 👍
Increase his dash distance (or add charges), so much so he can basically fly horizontally, this would pair well with his platform, and provide him with a better tool for those off-angle flanks, much like Bogur was pulling off in this vid (No way you were taking this many angles to do damage before the buffs, at least not with as much efficacy).
I always thought Pull should/could refund Dash, so you could Dash around a corner, Pull your Team, and Dash back.
Kariko is allowed to do wierd flanks because she can teleport back to her team.
Dash could maybe have a AOE effect to help heal teammates.
Tree's initial burst could be a cleanse and heal buff (ana nade) to teammates. Make the trunk even bigger, so walling enemies becomes easier.
Pulling Teammates THROUGH the platform, should be a thing.
There's so many things they could do, but I imagine they're trying to find the most simple/elegant solution, because the character looks quite messy with all these little quirks.
What if Life Grip had two options like a moira orb, where one can pull and heal, the other reinforces your teammate and gives them something like 30-40% dmg reduction and maaaaybe a healing boost of 1.5x while the reduction is active.
The first line of this video was fucking hilarious with the title
What if the petal platform isn't a platform but a solid column that raise up that can be used like temporary cover, and what if we change his ult to be even wider to provide even better cover usage. Let him be a hear that provides unique cover and let's the team fight in more aggresive areas. That should be able to provide that carry potential without altering his identity too much, and still being easy to use mechanically the way devs intended
The moment i heard "Lifeweaver", the name made me think that he has a sort of linking ability, like a line that links two allies or two enemies at a time that extends healing or damage effects, and maybe u can pull two allies to safety that way.
I swear I get put in lobby’s with life weaver mains to test my mental stability
The damage thing is a good point, and I have an even BETTER fix for it:
Give Lifeweavers healing blossom a charge for every thorn hit on an enemy.
So if you’re spraying your thorn volley, and you hit 50 thorns, then when you swap back to blossom it starts at 50 charge out of 75.
You could weave (no pun intended) damage and healing flawlessly on this system. Maybe even have it so healing teammates reloads thorns too.
The mercy mafia 🤣
really cool of you to do a blue light protector sponsorship man! really important issue that people dont talk about
Professional Bogur goes off. Don’t know if I’ll get blue light shades but damn was he convincing
its just bad for the game having a character that can pull you back to spawn in an extremely micro aggressive game. which is why i pull people in on attack instead of fucking back to spawn. people will use him on attack them be mad i tell them to stop pulling me out as monkey, will be the reason we dont get point first or hold space every time. lifeweaver is literally them trying to make up for not having fucking ZARYA as a second tank, which actually did make the game fun for me
I think lifegrip should just apply the sheild for a short period (like 2 seconds) and then the person shielded can then activate the pull themselves
Blue lights don’t do anything. And the glasses are useless. There is little science behind them. The funniest part about this is the fact that blue light isn’t even the issue with long sessions of gaming. Don’t buy them.
Here's the change. Pedal platform is only activated if you press and hold the interact button (the person standing on it - not LW himself). Whilst holding the interact button the platform raises HOWEVER whilst holding interact, you are locked onto the platform and directional inputs move the platform in any given direction! BUT ALSO stepping on the platform gives a buff, either a reload bonus a speed bonus or an ammo bonus for a brief period. That way the platform is not just a reactionary tool for getting away, it's not just a pre-fight positioning tool, it actually has an offensive/enabling effect, which is what he lacks. You don't even need to use it for positioning and it has utility. Player saved.
kinda too complicated to both develop, and players to adapt tbh.
I'd make it so when u press platform, a mini menu ( Kinda like when u use moira's orbs and lets u select between healing or dmg ) would let you select the direction of where the platform will launch
I'll be honest i only watched 3 minutes at the time of this comment, but i love having a lifeweaver in the team since im a reaper main, his pull allows me to dive twice in safety, first dive is a wraith and second dive is a life pull, and i've seen multiple lifeweavers reaching 20k heals demolishing other supports. I don't feel like he's a bad support at all if played correctly, the only problem is "a bad lifeweaver is the worst hero"
getting to gm with only lifeweaver has to be harder then any of the darksouls type games
I haven't even played this hero (or Overwatch 2 in general in months) but watching his heal seemingly do so little while ALSO being forced to charge it and equip it like a weapon looks really unfun. Just reverse how it works and make it charge itself, including when not equipped, with you clicking when it's at full charge or clicking prematurely for an emergency touch of healing to help someone that's burning to death or dying to a Widow mine or something.
Could also pepper in some Moira with a focus on back-and-forth damage and healing, get a tiny stacking buff (not infinitely mind you) to your next heal for each needle you stick and maybe increase your rate of fire for your next magazine of needles according to how much healing you've done in the last 10~ or so seconds. This could bounce off itself so that if you're good at landing shots, you can keep healing and doing damage blazing fast. The buff to healing could either increase charge speed or just how much healing each charge does.
Great vid, looking forward to the Weaver UTGM upload.
LW's fundamental problem is that he is a reasonable hero. In a rational, legitimate game he'd be really strong.
even a year after this video i am genuinely shocked lw is almost entirely the same. a cleanse on grab just seems, ideal? especially with how little a hero like weaver is used. loved hearing your input and watching the entire unranked to gm video, your editing is very entertaining and i could feel the pain and despair through the screen during the maxwell games. you showed a ton of heart and determination (undertale!) through it and the end once you hit gm was incredibly satisfying and i could sense the amount of relief. it feels wrong to be entertained seeing you suffer during the games but you're such a great personality :) congrats on the achievement and the degree!!
also, for tree i think you mentioned something about "rooting" enemies? and i absolutely love that idea. tree needs it very badly
dude, you are such a good content creator. i loved the ad, great reminder to get some bluelight canceling lens
i really appreciate the section about the intentions for lw. I love overwatch because even though I struggle with fine motor control, on a bad day I can just play mercy! It's actually a really important accessibility thing. Most overwatch cc's seem to only care or only talk about how changes affect T500 and owl. But casual players are just as important to the ow community as streamers are! i guess I just appreciated you not being an annoying t500 player and being down to earth
I have over 40 hours with lifeweaver now and i thoght on some modifications that would be really good:
- His primary fire could build some kind of effect on the enemy that would reduce a bit of the damage they deal, like 10%/15% dmg reduce when you hit the enemy for some amount of time;
- His ult could apply the same effect but like 20%/25% enemy damage reduction
What i seek with these changes is giving him more impact on the game, what ive seem playing him is the lack of impact compared to other supports. And giving him this changes, i would nerf his healing and ult generation so he is not that broken.
Note: this numbers are just ideas, an enemy with 20% damage reuction in theory wouldn't sound broken but in action it can really change things, so just take them as representative numbers.
:)
Just came up with this idea so I’m spitballing
What if for Zen, instead of his alternate fire volley, he takes a few of the orbs and does a like a “kamehameha” charge up animation, and then he can release a charged orb that does more damage than a regular orb but not by much, it’s main purpose will be to throw it at the ground near teammates to get a burst heal in, but also, if he charges it and looks at the ground and then melees, he’ll place the charges orb under his foot and then stomp and it sends him flying up into the air lmao, then you can nerf the kick damage and distance of the boop, so the discord changes I mentioned in another comment (put it on a cooldown, ~5 seconds on, ~6+ second cooldown) then maybe do the same thing to his harmony orb but buff the healing per second, idk
Might be cool for another support, a healing or damage hadoken that they can use like a buffed junkrat mine/Ashe’s coachgun kinda, with a cooldown of course, same if u put it on zen, or just make it take a good bit to charge up fully
They need to give him more/better abilities. Like give him a passive that is good like "nature's blessing" whenever you use one of you nature abilities(tree of life, pull, platform) then everyone around him gets extra healing or maybe give him a passive like "thorn armor" where whenever you shoot at him you get damaged or "photosynthesis" where the more healing you do the more damage you do or you can make it the opposite way where whenever you get an assist via damage you either insta charge up your next heal or give him a brief period where he can charge up his heals faster. There are so many good passives they could add but they kinda just forgot about that after removing his old passive.
Good luck on your finals bogur!
create some kind of downside to enemies jumping on a petal; slow and “thorns” damage over time maybe. also allows u to go for plays by lifting an enemy up. to compensate, lower the hp from 400 to 200.
if tree gets broken before the time would’ve run out allow it to drop a TEAM ONLY flower healthpack for everyone inside of the radius to provide some kind of value if it just blows up.
lastly, bc of the annoying charge of the heal and strange weapon it could be interesting if you could keep a heal charged while shooting still(slow would still apply)
edit: had the idea of maybe having the petal do an alternate effect if a teammate steps on it first, smaller heal pulses of 25 hp maybe? would prevent the inconvenience of not being able to always reach someone who goes up on it.
1 second of increased speed after using dash would also make him feel more slippery and close those crucial gaps for reaching a heal or grip, small change but it would definitely add up with the amount of times you can dash back and forth for mobility.
Two things I wish they would change as a LW hater who has to deal with him in every QP game this season.
1st - get rid of the "use movement abilities to cancel life grip" and just give us "f to cancel." Especially as a tank with mobility, usually my brain is telling me to get out around the same time the LW is considering grip. Ive accidentally cancelled so many grips on Dva because im about to fly away anyway, only to get stuck in the bad position because the fly and grip cancelled each other out.
2nd - Petal need some sort of initial "stickiness" when you place it under a teammate. Most times a LW tries to lift me up on bastion/soldier/cass/etc, i've fallen off before getting to the top just from natural AD strafing/normal dodge cover movement.
So basically, both abilities that even when used perfectly would still make him far too reactive of a hero...those abilities don't even work as intended half the time.
As a lw main, here is what I think about his kit--
His ultimate is fine. It can be used as extra healing or as a pseudo shield if played around correctly. Plus, it charges quite fast so it won't be super gamechanging anyway.
Petal platform is his worst ability (obviously), it should be made manually controlled so that LShift raises and lowers the platform and F destroys it.
I agree that Life Grip SHOULD have a cleanse, after all its whole purpose is a single target save. Its kind of absurd that it doesn't cleanse already considering suzu does all that and more and its AoE.
I have no issue with his healing, but I think it would be nice to have some kind of mechanic that causes the enemy to take low DoT after landing several thorn volleys in a short period. His time to switch weapons should be seriously reduced, as it massively affects how quickly he can charge his heals, its very annoying.
I have no issues with rejuvenating dash, it does what it's supposed to plus it heals.
If anything at all were to be changed about Tree of Life I would just make the tree bigger so it blocks more damage :)
Get rid of his primary fire healing, give him another ability that is more proactive, and rooting tree is also a good idea
Haven’t seen all your changes yet but besides buffing him they also need to put Discord and Mercy Damage Boost on a cooldown, I have an entire rework for mercy in my notes app that basically makes it so if you have a healing beam on somebody it’ll do a burst of damage boost for a couple seconds (putting it on cooldown will encourage Mercy’s to use it on abilities instead of primary fire, dynamite, firestrike, etc… but if you don’t have a healing beam on someone it shoots a projectile that can impact + splash heal or damage, the damage boost would be like a 5 or 6 seconds cooldown, the projectile would be like 2 or 3, then remove her gun and make it so her melee is a quick double tap with her staff, have each strike do a little less damage, but if she lands both it does a bit more than a regular melee, so one button does two hits, but it takes her longer to be able to press the button again than other characters, same thing should happen to Zen, don’t let them melee consecutively as quickly, nerf the boop on Zen a bit, at least the damage, and then put his discord on a cooldown, maybe like “if the target doesn’t take damage for x seconds or if the damage dealt to the target exceeds x damage, the discord ability goes on cooldown” so, if the target takes like, 800 damage, or maybe like 80% of the health, idk the best way to do it, like if it’s 800 damage, you’ll only ever see it go on cooldown if it’s on a tank getting pocketed, so it would still be up too often, if you make it 80% of their health that would probably change a lot of breakpoints and Zen maybe just become useless, anyway, the simplest way to do it would just be to make it so it disappears off the target after like 5 seconds and then goes on a 6 or so second cooldown, I overcomplicated it lol
I also am intrigued by the idea of making anti heal effects make it so you take reduced healing instead of zero healing, nerfing the most busted utilities in the game and buffing Lifeweaver creatively is a sure fire way to make him meta, can’t wait to hear your ideas!
One change i thought of that may be a step in the right direction is making so thorn volley charges your next healing blossom. So there is a benefit to doing damage when you have to. The more damage you do the less you have to charge kinda deal.
Yeah the platform change is frustrating. Now that its smaller i can’t use it as traps for the enemy player. I think the enemy should still have the old platform trigger size. And allies have option to press interact key to go up
Also would like an ability with Lifeweaver that is kinda like a projectile CD that can either tie or Hog tie enemies thus not allowing them to use their primary and any throwable abilities. He throws it kinda like how he throws out his platform and it's like Magnetic Grenade or Sombra's hack just that it doesn't increase damage and shuts off cds or shuts off mobility cds and slows enemies like MagGrenade.
Instead you can still move around, blink, and double jump, it's just that abilities that you have to use your hands like throwing suzus, sleep darts, nades, rocket punch, mag grenades, or even shooting your primary or right-click, those will be shut off by this ability. I think said ability could be a good one for him not just the life grip
He is good on certain situations like pushing the payload or defending it. But capturing points he suffers big time especially depending on the map. He is also just good at countering certain heroes like Sigma and Mei. That being said, I mostly play Lifeweaver on quick play not ranked
Why does Bogurs shirt change everytime in picture XD
I have been playing lifeweaver since launch and I love it. these are my takes on some buff. GIve his patform 2 charges so you can actually move yourself and others around the field effectively. while on the platform you and teammates get rate of fire buff, maybe not as extreme as what you get inside kirirs ult. lifegrip no cleanse otherwise we go into a cleanse meta, but pressing the key again allows you to break the grip at any time, letting you either pull or place them only a few meter away. IT aso allows you to clutch use it just as a shield for a few seconds. finaly his ult shoud have cleanse, at the initial burst and every burst. this wil make it a wonderful tool for attack and defense, countering a big nade or burn or jq ult, and wil make it a priority for the other team to destroy it.
i'd 100% be down for grip giving a mini zarya bubble. It'd make players use grip to prevent damage on allies, rather than holding on the ability, waiting for the perfect ocasion ( Which barely happens )
I always thought itd be cool for life grip to provide the teammate with a damage boost for a short time based on dmg blocked. Or for Petal platform to give dmg reduction/dmg boost for its duration so he can better support his team outside of mediocre heals. I love him but it sucks you really cant play him in metal ranks or outside of 5 stacks
I think allowing both hands to be used at the same time would make a big difference. Hold a heal in one hand while i damage with the other.
As a person who likes life weaver, I agree completely.
I’d be happy if they got rid of the 50 health from life grip and made it cleanse instead.
I’d even be ok if the lowered the healing on his primary fire, and added 25 aoe healing in a small area around him when he uses dash. He still gets the 25 health and healing passive started. While giving his team mates 25 hp as well.
And def get rid of the weapon swap all together. It works for mercy, it does not work for life weaver.
And or increase the ultimate cost and add a cleanse to the tree on the initial burst when you activate it.
It would give him a chance to counter play, which he desperately needs
poison/damage over time to the thorns or a faster projectile speed like orisa would be enough for lifeweaver.
Unsure about you but lifeweaver's ultimate can be a great fight extender or burst heal, you can cancel it by pressing the activation button again so you can get ult charge again.
Lifeweaver's ultimate basically allows you to go battle lifeweaver without consequences since it's a healbot. Same for other supports.
Thorn volley needs farther distance. I tried to take out a pharah but I couldn’t do any damage because she was too far.
Since his abilities are related with symetra, his life grip could be an teleport that teleport the teammate to lifeweaver(no more getting stuck) and for 1s the teammate can press F to go back to the same place. My second idea is life grip primaly gives that bubble shield and if he really wants to pull he press E again
Maybe Life weaver gets a small boost to his heal charge up time after doing some damage.. this would encourage being more proactive and reduce the punishment of time to charge heal.. the unfortunate part is blizzard is set on keeping him like mercy and they are doing that by making it difficult to do damage.
Why is it unfortunate that they are sticking to their design goal for a hero
He actually has the most healing per Second in the game
it wouldn’t be necessary and doesn’t contribute to utility, which is what he needs. he doesn’t NEED more healing. his throns should apply a debuff or something, have some effect that other supports do not have.
Giving him a boost to how fast his heal charges up after doing damage isn't to give him more healing.. its to remove the punishment of how long it takes to switch from doing damage to ramping up a heal.. Right now it's not reasonable to be outputting damage because of how long it takes to get healing out in most situations unless your heal botting. In Masters and GM+ most support heroes are able to do damage and not have to consider the impact it will have if they need to heal.
Also, I'm not sure how you can consider Pull and Petal Platform as not being utility. Both abilities are used as utility in games.. they are infact 100% utility.
@@ValeOverwatch My Bad, just missunderstud
Tbh he needs another rework and if I could list 4 things which can be give or take to put him in as a real viable B+ to A tier support.
1. His life grip heals 100 flat hp, has a single target cleanse, and gives an additional .5-.7 seconds of invulnerability after they reach the pull destination so they don't get one tapped once animation ends.
2. The tree of life lasts for 3-5 more seconds, is invulnerable for the first 3 seconds, and has a cleanse on its first pulse and last pulse (or a 1 time cleanse for each player hit with a debuff while tree is active) and a larger radius that's possible able to heal through walls.
3. Able to use heal and dmg at the same time, just have both hands out so we can simultaneously dmg and heal.
4. His hotbox is still too large for a support so it either needs to change (the petals on his back shouldn't count as a hit able target) or he needs more HP gain on his double jump
Bonus 5: allow his double jump to go wherever the user whatever direction the user wants up, down, side to side, f*ck it diagonal.
Maybe not all of these but imo 2-3 of them would definitely help make him viable.
Some quick ideas that would make Lifeweaver more proactive:
- Reduce his spread on his secondary fire
- Petal Platform can be controlled using the interact key
- Tree grants Mercy Valk damage boost to allies in its radius
I also like the idea someone had of making his secondary fire like the Needler
after watching that ad for the blue light i need bogur to say “im gonna break my monitor, i swear!”
Lifeweaver in general is a very defensive type of a support and I think Blizzard should keep that design... However, I think LW's ult should have some sort of additional buff for allies, perhaps a damage reduction buff when near the tree? I also feel like he should be able to set up healing flowers on the ground with his left click when not targeting allies. These flowers then have to mature over time and when an ally steps on it they burst into a healing area, similar to Soldier's heal, but weaker. Maybe also a small burst of movement speed for an ally when you pull them, so they can reposition more easly? There are many solutions, but I don't think his ult should deal damage nor he should be granted more offensive tools.
also think his main heal should do a small Hot depending on the level on what level you use it at. and maybe if he hits a certain amount of dart attacks it does a small amount of poison damage
Should have given him bongo for ult. Maybe he'd be somewhat useful. Maybe make him heal based on max hp as well
I have a strong feeling that the new healer in season 6 is getting bongo... just to be perfectly honest. Because why waste the asset you know? lol
@@INFECTEDbandaid tbf it most likely won't be the same model since orisa still has old highlight intros with bongo but everything else will probably be the same. Maybe it'll look like the valorant spike lol
Can’t believe he got to GM on LW😂
God bless
Have the tree sprout roots which first slow, then, poison, then finally ramps up to root enemies who Life weaver damages ( based on how many hits they take ) while reducing the overall healing and whatever balanced adjustments you need. Makes it an ult with a cool burst heal for defense on cast, but with awesome damage potential if he fights under it.
8:32 Moira can swap between damage and heals instantly, doesnt have to charge it, has passive applied regen even if u 1 frame tap somebody with heals. Would be cool if LW heal always charged itself while u shoot and u could swap between shooting and throwing fully charged heals like bap
For platform, why not making it in 3 step when pressing the keybind like :
press = place the platform
press = go up
press = remove platform
=> it would allow ur team to more easily use it as a team and not solo or be able to block a way without having to activate by ur own footstep and anyone could activate it by pressing interact if u let a platform somewhere.
Had a tank yesterday start throwing, standing still, walking into enemy fire and letting himself die, I used my grip on him to save him from a junkrat tire and it got him off the point so we C’9’d, that tire also killed the only two teammates (me and bastion) so he likely would’ve folded in 2 seconds anyway, still, it was probably a misplay, but like, even at the end of that round I had the most healing out of anyone on the team and I had two deaths prevented with Lifegrip, had 3 by the end of the match and that’s the most I’ve ever gotten (and any LW mains out there know that the stat severely under compensates you, i saved way more teammates than that they just were a little bit above critical health so it didn’t count I guess lol, also used it to get my DPS to high ground a bunch of times but they kept jumping off
Anyway, most heals in the game but because from his perspective I threw the first round for us with that life grip (it was junkertown and we were already 2 points deep, almost at the end!) he starts hard throwing for the rest of the match, oh also he lost us the first point because he was genuinely AFK first round defense until after their spawn doors opened
Every other person in the match was flaming him, our DPS and other support all roasted him and we all told the other team to report him and the other team was roasting our tank and their Lifeweaver because I had almost twice as much healing as him XD
It would be nice if his ultimate pushes enemies slightly with each healing wave, since the tree is solid object that provides area denial, and maybe lower it's HP for balance.
Ok, but I wish he addressed the fact that people can actually climb with Mercy, and she was considered OP by a lot of people. So what is the meaningful difference? It is probably dmg boost which is more direct value than LW shitty damage, or guardian angel which is more consistent than petal platform. Also rez can shift team fights even if it is harder to pull off safely in higher ranks.
If he is like Mercy I think it would be useful to take that perspective and see what helps Mercy succeed and add smg like that to LW
One of the biggest complaints Ive heard about long term meta in Overwatch is discord. Its even more problematic in 5v5 as you can just leave it on the one tank, effectively deleting 25% of their HP in one button press. I dont know what they could do to rework Zenyatta, but what if Lifeweaver's thorns gave a stacking discord effect instead, eg per thorn hit the enemy takes 1% more damage for 6 or 10 seconds or something. Up to a cap of the 25% discord is now. Helps give Lifeweaver proactive value, slightly helps his rather pitiful 1v1 potential, requires more skill and allows more counter play to the discord effect. (total plat chat opinion btw but its just something i thought of while watching this and reading other comments with suggestions about bleed, poison or Halo needler explosions on his gun)
Also how about having a variable cooldown on pull, eg a low hp target: cooldown is to like it is now, but pull a full target and it has a shorter cd to incentivise making plays rather than reacting.
I wish they kept his old passive(without the bullshit healing enemies)
Let him be a healer. Maybe even his petal platform heals too for a small amount after it’s been activated(for teammates only)
His kit is about repositioning which we only really see in Lucio.
The difference being LW’s repositioning is vastly more vertical for teammates. Let healing be a part of that please blizz
Edit: maybe for an offensive idea, perhaps if he lands enough thorns on a single target, biolight vines start growing on that enemy and slows them shortly. Can be cleansed by Suzu, or if slowed enemy is Lucio boosted, the neg speed would neutralize the speed boost somewhat.
I dont think they will ever give him a cleanse, but they could give a 75 overhealth on pull
Maybe tree should act as a kind of mini supercharger like ow1 orisa like maybe a 5 to 10% damage boost to all players in its raidus i don't think it would be that broken since tree can still be destroyed and the healing isn't that great but a small bit of utility when using it to allow for more proactive ults would be nice
I would give wifebeater two buffs:
Dash has two charges, cooldown from 4 to 6 seconds
Pull doesn't immediately pull team mates, instead it gives one second of invulnerability then it pulls.
The pull can be cancelled by pressing the ability again.
His healing and damage is good, no need to buff it more.
Love this video :) I like to hear what’s going on in that big brain
all the best for ur finals mr bogur :3
Personally (and sure, maybe I'm bad) I find it way too easy to unintentionally walk off petal platform. Like if the tips of the petals folded up to form an ankle-high guardrail when it's activated I honestly think it would help.
The problem with Lifeweaver from my limited experiance is, he punishes players that know their champs, and punishes players that don't know their champ.
Of the 70 games of the DBD mode I played, I on average curse him for confusing me on Orissa or JQ. I even won a round only to be yanked back just before winning the round and we lost.
But as a Charater you have to think a little more agressively and out of the box. I never played him and probably won't touch him, but he has a lot of chaotic trap potential and play making just from what I seen. But you have to, once again know nearly every champ in the game and their basic in and outs.
This was one of my favorite videos from you. I like this over the meme stuff :)
Haha I love how badly you wanted to say you had 1000 hours on Lifeweaver. It's like you suffered so badly it felt like an eternity
They should give the old Orisa ult to life weavers ult
No ppl are just stupid on him. They keep talking about the dps when in a regular gold match I can get up to 24k healing with him which is on par with full healers. And that was PRE-buffs
i like the idea of a "low effort" channel for some more casual bogur thoughts. good luck with finals!!
They could make it like a thresh lantern. When you throw the grab they can decide to be grabbed or not by pressing the interact key
bro brought his whole wardrobe for this vid
I think this video was great! I do want the low effort channel! Because it's just your thoughts unfiltered which is Great!
I like Lifeweaver, I use him when I feel lazy and don't wanna heal with Ana but man his kit needs work
My biggest complaint about him is the reloading. I wouldn’t even mind the swap if he had infinite rounds of damage or heals. Someone that weak shouldn’t have to reload. And It feels like an eternity during battles.