heyo mL7, wanted your opinion on an odd idea i had for LW. what if his heals caused his target to pulse a small amount of dmg around them, 10 or so maybe, enough that it has an effect but not long range (5-3m around the tagert) and not heavy hitting. starting to move his identity away from just high heal numbers.
I don't understand how life grip, a single target ability that can't cleanse and heals less has a longer cooldown than Suzu, an aoe ability that cleanses and heals more. (not saying I want kiri nerfed just food for thought)
I think part of it too is it's one of the few abilities in the game that can give pure negative value. So if you make the cooldown too low suddenly something that can situationally cost a kill or get someone killed into a much more common occurrence.
They need to play up LW’s rizz potential. Give him a mechanic where the enemy team falls in love with him and get their hearts stolen similar to Miquella at the end of Elden Ring
The inherent issue with LW is just that he's pretty much entirely reactive. Unless you set up some insane play where you launch a teammate for an amazing ult, he just has no direct control. Even Mercy can at least damage boost a teammate that's doing well, and LW _sort of_ has that with petal, but petal entirely relies on teammates taking it themselves, which is unreliable I like the idea of Pull being on a faster cooldown, and honestly it was showcased pretty well in this video how _very often_ if it was ready 3-4 seconds sooner, it would've saved someone. Of course, the worry then becomes, is having it up that often too frustrating for the enemy team, as that's the problem with abilities like Suzu and Lamp that feel like they're _always_ available. But LW doesn't have the insane playmaking value that Kiri/Bap do, so maybe a more frequent pull is fully fair considering he's not really capable of making crazy plays like those two are? I also think Petal could have its cooldown reduced by like, 1 second, just you can have it out more, either for yourself or your teammates, as it can make a huge difference for LW himself At least he's fun though, I think that'll always be the case
I don't think being inherently reactive is an issue but the issue is he should be the BEST at being reactive whereas he isn't. If he is just going to be massive heals, then he should be the best at it but currently many supports can put out his numbers and do more. Not saying others should be nerfed, but I feel like if you give his "peak" buffs now it would be an ideal way to put it. Other than that, IMO make his reload between weapon swaps much faster and lowkey even give him a second petal. Point being, they just need to really solidify him at the best for what he can do.
I still think his weapon should be like the Halo Needler. A very slight heat-seeking capability, and after a certain amount of needles hit the enemy, they explode.
@@theseer165 that's an interesting suggestion to provide him a bit more utility. kind of similar to how Mauga can ignite enemies once he hits 10 shots on them within a short window, maybe LW can trigger a 30% slow debuff once he hits x amount of shots on a single target.
LW is insanely fun to play and saving someone with pull or platform feels really good. Needs to be played with specific combos though, not every composition works with him.
How they should buff LW - Increase weapon swap speed by 20% - Decrease time to charge full heal by 40% and compensate the recovery time so the healing per second stays the same - Increase heal travel speed by 40% because paired with the charge time on heal it's too slow to react in time - Increase heal ammo to 20 - Reduce character hitbox size by 10% - Reduce pull cooldown by 2 more seconds - Make the pull go twice as fast - Make the pull cleanse - Increase pull and heal range by 10m - Reduce petal platform cd by 1 second - Allow pulling and healing through your petal platform so it doesn't block your LoS - Buff/nerf ult charge to balance him out as ult is very strong
Honestly, just keep his ult charge. If they don't want him to have any proactive utility, his reactive utility should be the best and that includes the ult.
Burst damage is so prevalent in this game that I think his heal speed should improve so it takes almost no time to charge even if they nerfed the overall healing per flower, so faster, but essentially the same rate of healing. It feels like for a lot of supports you either have to do more damage and get some kills to swing a fight or just healbot when you need to in order to win (say one DPS and your Tank are getting kills but dying a lot, you use supports to healbot for them so you can win). With Lifeweaver it feels like he's way too healbot and not enough damage, so you healbot a lot more than most heroes. His damage needs just a very slight buff to his needle hitbox so they land more, especially to help with his poke damage. Not crazy because their rate of fire is insane, but just enough that you can spam a choke and get a few kills sometimes like with Kiriko.
@@khele2k I agree but I think the travel time is the thing that needs to be shortened. His charge time allows his healing numbers to be as high as they are. The travel time is where it gets messy because by the time you've noticed someone is critical, you'll have your heals charged but they don't get there in time. It also prevents spamming heals to pocket as he'll need to recharge. Maybe I'm just dumb, I've been awake for nearly 24 hours so I might be cooked. But his heal rate is definitely an issue. Not the output but the speed of the output. He can't have such a long time to heal when his other abilities are also on such long cooldowns. Especially when you compare him to Kiri or Bap. Bap has good rate of healing, little mobility and his immortality field is easy to shutdown. Kiri has a slower rate of healing but good mobility and suzu which is just better than pull in almost if not every way. And then there's LW who has low mobility, slow (again, not low. Just slow) rate of healing and pull which can't cleanse, does little healing and only affects one targeted player. His ultimate is the only thing that's redeeming for him. Except Juno does it better so there's that down the drain too
@@Jessespresso Lots of good thoughts there. We're talking the same thing, All the burst damage in the game hurts Lifeweaver more than anything. You have to play back to heal trvel makes him weak. Kiri can play up and heal closer so travel distance hurts her less. She can also escape better than Lifeweaver. It's funny because you can't help but think that they've thought of these things already. I'm sure there's reasons they don't work on them. They really can't get him out of being a C Tier hero sadly.
A bit tighter spread on his thorns OR a small tick of poison would be cool. Also healing with LW in a long game is so damn painful on the hand, constantly pressing to charge the heal
It would be neat, but potentially broken if LW’s grip functioned the same way as Genji’s passive where if LW successfully “saves” an ally via grip, the maximum cooldown for all his abilities is reduced in half.
@@NR1612 it'd make him too stacked, if they did that LW would be a must pick and supports would get harassed for not using him. It's just too powerful for LW to have
@@azzy9293 Sure it might but not once since LWs release has he been OP so… we technically don’t know when he will will be too stacked. Secondly, you actually need to play him well to get value which not all players do. Also I think only his life grip needs the cooldown reduction , not his other abilities (which I didn’t realise the original comment suggested). If half cooldown is too much, they can try a flat second based cooldown reduction kinda like how JQ gets a 2 second slash reduction per enemy hit.
I still think Petal Platform should have a Heal-over-Time(like Soldier's Biotic Field) to incentivize not jumping off it the moment you get tickled. Also, as compensation, Life-Grip not healing and giving Overhealth instead? He already gives OH with Ult anyways, so it shouldn't overbloat his kit.
i dont think that would make him good enough to justify a compensation lol, lukewarm take: these compensations lw got are the reason hes still underperforming. like the dash healing nerf, i used to use dash to get myself an advantage in 1v1s, but now it doesnt heal enough to be worth using that way so im forced to just ran away using it. They tried to nerf survivabality but ultimately hes still very survivable when healbotting, but has much less playmaking potential (which was literally the problem with him since the beginning)
What life weaver needs is something to use when his Grip is on cooldown. He may benefit from something similar to what Bap's regenerative burst where it heals significantly more if the target is below half HP but for his primary fire (healing), also his healing SHOULDN'T need to reload, it's already charging up super slowly. They would obviously need to mess with his numbers a bit.
clutch saves with pull and petal feel so so good,... but heal botting is not strong enough. if i dont contribute dmg or util like ana, kiri or juno, the heals wont matter. odd idea, make it so when you heal someone with LW they pulse a small amount of dmg around them. this would help to fill the gap
I feel like pull needs a slight fix Like make it 2 tab Pressing the ability once just bubbles them like zarya, pressing the ability a second time within 1 second will pull. That way you can pull the single tap on a much shorter cooldown and save the 18 seconds for if he actually pulls someone. I play a lot of lifeweaver and the amount of times I DONT want to pull and ally but just want to shield them and block some damage happens way too often. Being forced to pull someone just to block a lil bit of damage really disrupts his team too.
I truley do not think that any numbers buff LW can receive, unless they push it so far to breaking the character, can they make this current state of LW viable or good.
I don't know man i specialized in lifeweaver and he's a lot of work to pull off but he feels so fun and impactful though im taking a lifegrip CD buff any day
One random thought I had during the video was like, imagine Lifeweaver would kinda earn a little more passive charge the way Sojourn earns her charge. Given his fire rate etc, the charge can't obviously be too much. So potentially like 0.20 - 0.25 charge per Thorn? Combined with the extra 3-4s CD reduction on Pull, this would increase the interaction per fight, plus a slightly more aggressive playstyle / comp given the charge reward on Thorn and lessen the more "healbotting" style of gameplay.
His issue is primarily the way his healing and damage delay between swapping weapons. Give him the ability to shoot the thorns with his right and pop heals with his left. You can take off the passive flower building and just allow for both abilities to be done simultaneously or independently. Could probably lower the heal number to something like 65 or 70 per flower and increase the build speed slightly.
They should gave him a buff like Brig with the cooldowns of his main habilities, Brig lacks a lot of healing when using his 3 cards and has a long recovery time, so you have to resort to his passive ability to heal in an area with damage, A good improvement would be that when dealing damage your cooldown would reduce seconds or even a little less, 0.5 or something like that when doing a certain amount of damage so that it is something dynamic and not such a big buff that it gives you more advantage.
The main QoL buff I would like for LW is a slightly faster reload. The time between heals either side of a reload feels like an eternity, especially given the slow projectile speed is. If someone is low as you start a reload, they're dead 99% of the time.
The real change LW needs is a significant increase to the weapon swap speed and a slight reload speed increase. If they feel very generous +1 dmg to thorns.
🌸 His pull needs to be quicker. 🌸 His pull needs slightly more range. 🌸 I would honestly like it if pull were on a 17 sec cooldown. 🌸 His healing blossom needs to have slightly faster travel speed. 🌸 His Tree of Life needs to have 170 burst healing instead of 150. 🌸 His Tree of life needs to convert 70% to overhealth (up from 50%), with a max of 120 overhealth per character (up from 100).
Hear me out - here is the buff that fixes LW... passive: sapstealer - hitting enemies with multiple thorns creates a bleed effect. Bleed effects created by lw thorns sustain one nearby ally (think moira dmg beam, but healing)
Honestly I feel like Life Grip should heal for 25 and give 50 overhealth all while giving grip a shorter cooldown(14sec) and a faster travel time! This way Life Grip will be more fluid for both LW and the person getting pulled, plus with the overhealth it can give LW more utility than just healing and it’ll make pulling high hp targets less punishing! For his regular healing I just think he needs more ammo, so probably buff it to 20 so he has less down time. And maybe increase the travel speed of both his primary and secondary fire by just a bit and I think he’d be good
I think it'd be cool if breaking the tree early refunded some ult charge based on the duration left. Max of 50% refund? That way, it would give him extra abilities sort of. A burst heal or overhealth application and a mei wall. Plus, that would be unique to him. Or just allow over health to be applied to anti targets. That alome would make him useful against two of the most impactful abilities. Or he could charge his thorn volley into a burst like how you charge the heal or tap to spam.
Final answer : LW still sucks LUL The fact that he STILL needs buffs is crazy, like his tree should pulse enemies out, or poison them, or they should again reduce the time to switch between heal and dmg, or even maybe give him 2 pull charges. (maybe not all at once but those are the ideas that the community had and I'm flabbergasted to see none of it happened)
They need to stop making micro buffs to the healing and need to adress the real problem: the thorn volleys. They need to be way faster or do more damage and need to weave into the healing way faster.
From my sight 1. Give 2 pedal with less duration like 5s and half cooldown and faster pedal throwing, this will make your team in better position and interupt enemy more. 2. Weapon: swap time should be faster less reload time but single reload for both heal and damage also he should be the one who gets 2.5x or 3x headshot or 2x but reduce 5% healing ontop 3.ultimate: should be more offensive like enemy stand in the tree radius will be antiheal
A higher dmg mult on headshot for LW is a terrible idea. It wouldn't change the overall consistency of his damage but in situations he does get to hit the majority of his needles he would do an absurd amount of DPS (which he already kind of does). Primarily against tanks as they naturally are the main ones LW gets to do it to the most due to how big they are.
I think that ironically those changes won’t be enough, save the ultimate change of course, that sounds broken. However, they’ll never do that. I think what ml7 said is probably the best way they could buff him. Lower cooldown on pull, and if they really want to make him strong. Add cleanse to pull.
@@citrusdurian7055 at least every character has their “broken” time, if one doesn't have their own once or more that means that hero is unplayable or not design good enough to be playable. Since the word ultimate means broken skill but LW just have the worst ultimate in game, maybe just slightly better than illali pylon so I think they should rework it.
@@lunariansmith2417 yeah, I am not against it. I would like to see a broken lifeweaver. However, I think that because it is a rework, it’ll not happen anytime soon. All of the other changes are just number tweaks, so it’ll be easy to add them. Plus I don’t think it is a bad ultimate. It may be weak compared to other support ults, but it’s good.
I think they should try add a poison dot damage effect to apply after you hit a set number of thorn volley into the same opponent. His offense abilities are lackluster at best unless you have the time and space just to spam it from afar but then you aren't doing any healing either. For me he just feels so slow in comparison to other supports. His abilities take time to set up and it always feels like you are waiting on a cooldown while your damage and healing takes time to apply as well. I don't know if this would be weird but maybe remove his heal blossom and tie his healing in to his thorn volley so that they do either damage or healing depending on the target. They can then either turn the blossom into another type of utility ability for himself or allies or get rid of it. Not sure if that would be any better?
I think he's just still a pylon with like super situational capabilities. The biggest problem with LW is that if you make his pull more often and allow him to do more haling, it becomes extremely frustrating to fight him. His biggest flaw is just being overall super situational, because your team would have to also consider playing around a weaver, when other supports don't really need you to do that. If his healing travelled faster, I feel would be the best change for him.
This may just be confirmation bias, but I always see LW played with a mercy and i dont understand why it's so common? It's an incredibly passive duo that has nearly no offensive potential outside of dmg boost. They cannibalize ult charge from eachother bc of this, and don't provide anything truly unique in value from each other. Is it just psychological? Matching personalties of players? The sheer numbers of the mercy mafia?
Think it's largely just cause mercy is very popular, so whenever someone plays weaver, there's a solid chance mercy will be the teamate. However, to note, there is some unique value between the two. Weaver can raise a teammates soul on a platform so mercy can fly up there and get an easy res on someone who may have otherwise been right in the open.
@@m.artifex2001 this is specifically because a good 70% of support play mercy, im a dps player mainly but I play lw/illari/kiri on support and lw does work well with specifically brig, juno, Ana, and sometimes zen. But because the most popular supports are mercy and Moira, which do not work with lw at all (n9t to say supports suck, but there is genuinely no way out of all the cool supports in the game they choose the 2 worse out of the bottom 3, ik nobody had fun on Moiras boring ass, and mercy movement is too overhyped aswell
Make LW charge primary automatically and get rid of the slow. A QoL change that instantly feels so much better to play with and no issues to play against
i feel like the issue isn't about his cooldowns, but his blossom healing. it's still too clunky trying to dps and heal. give blossom a base of 20hp instead of 0hp maybe, but charge slightly less quickly, then he'll might be able to clutch without having to rely on cooldowns and ults, and his team wouldn't get to low health as often to require more pulling. lifeweaver is most annoying only on good teams who rotate their cooldowns well with him. his team is so hard to take down when you don't have ranged or burst dps, but sucks so bad when there's loads of big damage or antiheal.
I truly believe what LW lacks is offensive utility. Let's be honest, LW's platform does nothing. I'm not any good at character designing, but I think they should atleast give LW an offensive abilty.
I suggest removing platform, and replacing it with something like petal that activates if stepped on (like Hog's), damages and slows enemy over time (exactly like Hog's), good for denying follow ups.
LW's ult should remove the excess shielding, instead it should cleanse every ticks or blooms (just cleanse, not making allies invulnerable like Kiri's suzu)
Platform isn’t useless at all. It’s his primary movement ability, allows him to easily pick out an ally to pulls, can be used as another life-saving ability, and can be used to counter ults. If anything would be removed it would be his dash.
I don’t think they have to remove an ability to give him offense. I think they should give his needles some debuffs that your allies can take advantage of. Like maybe it gives the enemy 5 percent damage taken. Or maybe it lowers healing on that enemy that stacks with the dps passive. I just think that to keep the identity of the character. The change they make shouldn’t force lifeweaver to be offensive, but instead give his allies tools to be more offensive.
Give him his "peak" stats during the "sustain meta" cause he was NOT the issue and didn't deserve that much nerfs (and Grip was 16 sec i Believe which felt really perfect with the rest of his kit).
I get nightmares when i see lifeweaver + mercy sup comp, its so hard to play around, your team just doesnt have enough utility (anti, suzu, immortality)
im 95% sure that when ur trying to heal an ally thru mauga cage, its over not under. What i do is hop on my petal and flick it over and into the cage. Ive never noticed it not working but 🤷♀️
So again he’s very situational, nerf his cool down of life grip, let the heal go through shield and barriers, reduce ult charge. I definitely agree he is still kinda weak
Number buffs dont fix his core issues. I would rather have a cleanse on pull than 25 more healing. You can already blossom and pull at the same time. Longer overhealth during tree is nice but who here is using tree for the overhealth?
Lifeweaver is best when pulling aggro from the enemy team. Baiting them to shoot him instead of teammates. He has decent escape and sustain to tank some enemy shots. Lot of wasted pulls here too, gotta know when to use it and not. Also gotta shoot way more when tree is up. That thing heals enough to keep teammates alive. Gotta lay down the damage and heal anyone weak not in the Tree's AOE. Weaver is better than you give him credit for IMO.
Give LW dash two charges. And what if we make pull not give invulnerability and instead it having much shorter CD and higher heal. This would make LW much more high skill hero and increase his overall impact.
5v5 encourages aggressive playstyle. Unfortunately, lifeweaver is more defensive and passive so it's difficult for him to apply offensive utility for his team.
@@dantevicNo, it would. That more extra players means that there is less pressure for each team member to be putting out as much damage as possible. The extra tank also means that healing is more important.
I think they should add a poison affect to his gun at least. I mean it’s literally thorns for crying out loud. And also maybe no healing/cleanse to the pull, but make a 10 second cool down. The most impactful part of the ability is the repositioning anyways.
i dont understand why hogs hook which can one shot an enemy is on a shorter cooldown than grip. One can save a life and one can one shot a person. Imo they should lower it to the same as hogs hook 🤷♀️ cause whats the point of saving a teammate from falling down a well if another one is just ganna get hooked down immediately after
They just need to let her heal and do damage at the same time. It would be so fun to play her doing damage and healing. It’s not much of a difference then bap. And he has a way stronger kit
he will never be "meta' if they don't buff his only source of value, his pull. the healing isn't the issue and neither is the tree, its his cooldown and pull speed. he can't get value out of his pull if by the time the cooldown is down, the fight is already over. i agree with the idea that if he "saves" someone (aka pulls someone who has less the 15% hp) he should get a 30/50% cooldown reset on his grip his current state isn't viable albeit more playable then his release, he's still in a bad position
i think a most reasonable buff LW could get is adding some sort of healing-over-time effect to his kit, like if you're standing on petal. maybe make the tree have a boop effect to enemies with the pulses? i would say maybe a small AoE healing burst on his dash but i think that'd just be the wrong direction.
My idea for the lifeweaver buff is to add a new passie for his main weapon. You deal right amount of damage to an enemy (for example 150 idk it coule be less) and the you can attack them by your melee and cause a mini explosion that deals damage and can even fiinish enemies in a cool way. Lifeweaver would have to use his dash or petal to get closer to enemy and finish him off, but also if someone would flank him and get closer to him, he would be more dangerous. Also it could work in a way where your allies could also cause the explosion with their melee if you dealt the right amount of dmg.
Lw imo is the hardest support to play. No matter how many buffs he receives he's a flawed support because he focuses on healing than damage and that isn't good for a support.
Lifegrip idea: Make it a two step ability, activating it on a teammate will give them a 75 hp personal shield like Zarya, activating the ability on the same ally will then pull them to safety. I think this gives Lifeweaver more proactive plays while also letting allies know they may get pulled very soon.
Keep lifeweaver mid. Its better for the game. I love playing this hero, it's so much fun but if he's OP or just meta, nothing really dies and that doesn't make the game that much fun. This is coming from a top 500 support who just wants to play tank here and there. Perhaps when 6v6 comes out then buffing lifeweaver makes sense, maybe, but I still want to kill things as a dps or tank so let's keep lifeweaver where he is. MID
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heyo mL7, wanted your opinion on an odd idea i had for LW. what if his heals caused his target to pulse a small amount of dmg around them, 10 or so maybe, enough that it has an effect but not long range (5-3m around the tagert) and not heavy hitting. starting to move his identity away from just high heal numbers.
I don't understand how life grip, a single target ability that can't cleanse and heals less has a longer cooldown than Suzu, an aoe ability that cleanses and heals more. (not saying I want kiri nerfed just food for thought)
because suzu doesn't pull you, which in certain situations is much more helpful than just raw healing/cleanse
@adamkamienski7322 that's true, but if you consider those circumstances compared to Suzu, they're way more situational. you get me?
@@kiarie9288 tbey arent. Theres more situations pull saves than suzu saves. But suzi can save/stall kiriko and pull cant save lifeqeaver
I think part of it too is it's one of the few abilities in the game that can give pure negative value. So if you make the cooldown too low suddenly something that can situationally cost a kill or get someone killed into a much more common occurrence.
Because pull is instant and auto aiming, while suzu is a projectile with gravity that works on landing
They need to play up LW’s rizz potential. Give him a mechanic where the enemy team falls in love with him and get their hearts stolen similar to Miquella at the end of Elden Ring
or he can charm them like ahri in LoL
In all seriousness, if Overwatch EVER does an Elden Ring collaboration, then Lifeweaver would make a perfect Miquella.
Cringe af
@ is it cringe in elden ring or is it only because it’s lifeweaver? 🤨
Don't you dare approach lifeweaver the kind
The inherent issue with LW is just that he's pretty much entirely reactive. Unless you set up some insane play where you launch a teammate for an amazing ult, he just has no direct control.
Even Mercy can at least damage boost a teammate that's doing well, and LW _sort of_ has that with petal, but petal entirely relies on teammates taking it themselves, which is unreliable
I like the idea of Pull being on a faster cooldown, and honestly it was showcased pretty well in this video how _very often_ if it was ready 3-4 seconds sooner, it would've saved someone.
Of course, the worry then becomes, is having it up that often too frustrating for the enemy team, as that's the problem with abilities like Suzu and Lamp that feel like they're _always_ available. But LW doesn't have the insane playmaking value that Kiri/Bap do, so maybe a more frequent pull is fully fair considering he's not really capable of making crazy plays like those two are?
I also think Petal could have its cooldown reduced by like, 1 second, just you can have it out more, either for yourself or your teammates, as it can make a huge difference for LW himself
At least he's fun though, I think that'll always be the case
I don't think being inherently reactive is an issue but the issue is he should be the BEST at being reactive whereas he isn't. If he is just going to be massive heals, then he should be the best at it but currently many supports can put out his numbers and do more. Not saying others should be nerfed, but I feel like if you give his "peak" buffs now it would be an ideal way to put it. Other than that, IMO make his reload between weapon swaps much faster and lowkey even give him a second petal. Point being, they just need to really solidify him at the best for what he can do.
What’s the point of extra heals on pull if half the time you’re pulling anti’d targets. Just make it cleanse for fucks sake
seriously. Cleanse on pull is such a no brainer in my eyes.
I still think his weapon should be like the Halo Needler. A very slight heat-seeking capability, and after a certain amount of needles hit the enemy, they explode.
I was thinking the same!! Or after a certain amount it slows them or something. He needs more offensive abilities.
I always wanted a poison on it. Also, damage could charge the stored heal?
@@theseer165 that's an interesting suggestion to provide him a bit more utility. kind of similar to how Mauga can ignite enemies once he hits 10 shots on them within a short window, maybe LW can trigger a 30% slow debuff once he hits x amount of shots on a single target.
LW is insanely fun to play and saving someone with pull or platform feels really good. Needs to be played with specific combos though, not every composition works with him.
How they should buff LW
- Increase weapon swap speed by 20%
- Decrease time to charge full heal by 40% and compensate the recovery time so the healing per second stays the same
- Increase heal travel speed by 40% because paired with the charge time on heal it's too slow to react in time
- Increase heal ammo to 20
- Reduce character hitbox size by 10%
- Reduce pull cooldown by 2 more seconds
- Make the pull go twice as fast
- Make the pull cleanse
- Increase pull and heal range by 10m
- Reduce petal platform cd by 1 second
- Allow pulling and healing through your petal platform so it doesn't block your LoS
- Buff/nerf ult charge to balance him out as ult is very strong
Honestly, just keep his ult charge. If they don't want him to have any proactive utility, his reactive utility should be the best and that includes the ult.
Burst damage is so prevalent in this game that I think his heal speed should improve so it takes almost no time to charge even if they nerfed the overall healing per flower, so faster, but essentially the same rate of healing.
It feels like for a lot of supports you either have to do more damage and get some kills to swing a fight or just healbot when you need to in order to win (say one DPS and your Tank are getting kills but dying a lot, you use supports to healbot for them so you can win). With Lifeweaver it feels like he's way too healbot and not enough damage, so you healbot a lot more than most heroes.
His damage needs just a very slight buff to his needle hitbox so they land more, especially to help with his poke damage. Not crazy because their rate of fire is insane, but just enough that you can spam a choke and get a few kills sometimes like with Kiriko.
@@khele2k I agree but I think the travel time is the thing that needs to be shortened. His charge time allows his healing numbers to be as high as they are. The travel time is where it gets messy because by the time you've noticed someone is critical, you'll have your heals charged but they don't get there in time. It also prevents spamming heals to pocket as he'll need to recharge.
Maybe I'm just dumb, I've been awake for nearly 24 hours so I might be cooked. But his heal rate is definitely an issue. Not the output but the speed of the output. He can't have such a long time to heal when his other abilities are also on such long cooldowns. Especially when you compare him to Kiri or Bap. Bap has good rate of healing, little mobility and his immortality field is easy to shutdown. Kiri has a slower rate of healing but good mobility and suzu which is just better than pull in almost if not every way. And then there's LW who has low mobility, slow (again, not low. Just slow) rate of healing and pull which can't cleanse, does little healing and only affects one targeted player.
His ultimate is the only thing that's redeeming for him. Except Juno does it better so there's that down the drain too
@@Jessespresso Lots of good thoughts there. We're talking the same thing, All the burst damage in the game hurts Lifeweaver more than anything. You have to play back to heal trvel makes him weak. Kiri can play up and heal closer so travel distance hurts her less. She can also escape better than Lifeweaver.
It's funny because you can't help but think that they've thought of these things already. I'm sure there's reasons they don't work on them. They really can't get him out of being a C Tier hero sadly.
A bit tighter spread on his thorns OR a small tick of poison would be cool. Also healing with LW in a long game is so damn painful on the hand, constantly pressing to charge the heal
It would be neat, but potentially broken if LW’s grip functioned the same way as Genji’s passive where if LW successfully “saves” an ally via grip, the maximum cooldown for all his abilities is reduced in half.
I want this change. I think it would reward lw for saving his team mates meaning they arent trolling with the grip.
@@NR1612 it'd make him too stacked, if they did that LW would be a must pick and supports would get harassed for not using him. It's just too powerful for LW to have
@@azzy9293 Sure it might but not once since LWs release has he been OP so… we technically don’t know when he will will be too stacked. Secondly, you actually need to play him well to get value which not all players do. Also I think only his life grip needs the cooldown reduction , not his other abilities (which I didn’t realise the original comment suggested). If half cooldown is too much, they can try a flat second based cooldown reduction kinda like how JQ gets a 2 second slash reduction per enemy hit.
I still think Petal Platform should have a Heal-over-Time(like Soldier's Biotic Field) to incentivize not jumping off it the moment you get tickled. Also, as compensation, Life-Grip not healing and giving Overhealth instead? He already gives OH with Ult anyways, so it shouldn't overbloat his kit.
i dont think that would make him good enough to justify a compensation lol, lukewarm take: these compensations lw got are the reason hes still underperforming.
like the dash healing nerf, i used to use dash to get myself an advantage in 1v1s, but now it doesnt heal enough to be worth using that way so im forced to just ran away using it. They tried to nerf survivabality but ultimately hes still very survivable when healbotting, but has much less playmaking potential (which was literally the problem with him since the beginning)
If LW gets a "save" he should get 5 seconds off his pull cooldown.
You should have the option to pull or push and give him the apility to cleanse to play with positioning a little more
What life weaver needs is something to use when his Grip is on cooldown. He may benefit from something similar to what Bap's regenerative burst where it heals significantly more if the target is below half HP but for his primary fire (healing), also his healing SHOULDN'T need to reload, it's already charging up super slowly. They would obviously need to mess with his numbers a bit.
clutch saves with pull and petal feel so so good,... but heal botting is not strong enough. if i dont contribute dmg or util like ana, kiri or juno, the heals wont matter.
odd idea, make it so when you heal someone with LW they pulse a small amount of dmg around them. this would help to fill the gap
Life grip health increase makes a big difference. Not only reposition but healing too
I feel like pull needs a slight fix
Like make it 2 tab
Pressing the ability once just bubbles them like zarya, pressing the ability a second time within 1 second will pull. That way you can pull the single tap on a much shorter cooldown and save the 18 seconds for if he actually pulls someone.
I play a lot of lifeweaver and the amount of times I DONT want to pull and ally but just want to shield them and block some damage happens way too often. Being forced to pull someone just to block a lil bit of damage really disrupts his team too.
Hell, get rid of the pull and just hive him a Zarya bubble but with a weaker shield health, or a one hit bubble
I truley do not think that any numbers buff LW can receive, unless they push it so far to breaking the character, can they make this current state of LW viable or good.
I don't know man i specialized in lifeweaver and he's a lot of work to pull off but he feels so fun and impactful
though im taking a lifegrip CD buff any day
10:39 the way the pedal lifted all the parts of the dead bastion 😂
I think having tree of life gives overhealth even if i'm not full hp, (good against nade) would be very helpful!
One random thought I had during the video was like, imagine Lifeweaver would kinda earn a little more passive charge the way Sojourn earns her charge. Given his fire rate etc, the charge can't obviously be too much. So potentially like 0.20 - 0.25 charge per Thorn? Combined with the extra 3-4s CD reduction on Pull, this would increase the interaction per fight, plus a slightly more aggressive playstyle / comp given the charge reward on Thorn and lessen the more "healbotting" style of gameplay.
His issue is primarily the way his healing and damage delay between swapping weapons. Give him the ability to shoot the thorns with his right and pop heals with his left. You can take off the passive flower building and just allow for both abilities to be done simultaneously or independently. Could probably lower the heal number to something like 65 or 70 per flower and increase the build speed slightly.
25 sec cd but 2 charges ?.?
They should gave him a buff like Brig with the cooldowns of his main habilities, Brig lacks a lot of healing when using his 3 cards and has a long recovery time, so you have to resort to his passive ability to heal in an area with damage, A good improvement would be that when dealing damage your cooldown would reduce seconds or even a little less, 0.5 or something like that when doing a certain amount of damage so that it is something dynamic and not such a big buff that it gives you more advantage.
The main QoL buff I would like for LW is a slightly faster reload. The time between heals either side of a reload feels like an eternity, especially given the slow projectile speed is. If someone is low as you start a reload, they're dead 99% of the time.
The real change LW needs is a significant increase to the weapon swap speed and a slight reload speed increase. If they feel very generous +1 dmg to thorns.
🌸 His pull needs to be quicker.
🌸 His pull needs slightly more range.
🌸 I would honestly like it if pull were on a 17 sec cooldown.
🌸 His healing blossom needs to have slightly faster travel speed.
🌸 His Tree of Life needs to have 170 burst healing instead of 150.
🌸 His Tree of life needs to convert 70% to overhealth (up from 50%), with a max of 120 overhealth per character (up from 100).
the pulse heals for 90 hp actually
@@Chenbekga Oh, I didn’t realize that. Thx for letting me know :)
Hear me out - here is the buff that fixes LW...
passive: sapstealer - hitting enemies with multiple thorns creates a bleed effect. Bleed effects created by lw thorns sustain one nearby ally (think moira dmg beam, but healing)
I think if lw pull also cleansed he would be significantly better without being broken
Honestly I feel like Life Grip should heal for 25 and give 50 overhealth all while giving grip a shorter cooldown(14sec) and a faster travel time! This way Life Grip will be more fluid for both LW and the person getting pulled, plus with the overhealth it can give LW more utility than just healing and it’ll make pulling high hp targets less punishing!
For his regular healing I just think he needs more ammo, so probably buff it to 20 so he has less down time. And maybe increase the travel speed of both his primary and secondary fire by just a bit and I think he’d be good
I think it'd be cool if breaking the tree early refunded some ult charge based on the duration left. Max of 50% refund? That way, it would give him extra abilities sort of. A burst heal or overhealth application and a mei wall. Plus, that would be unique to him. Or just allow over health to be applied to anti targets. That alome would make him useful against two of the most impactful abilities. Or he could charge his thorn volley into a burst like how you charge the heal or tap to spam.
Final answer : LW still sucks LUL
The fact that he STILL needs buffs is crazy, like his tree should pulse enemies out, or poison them, or they should again reduce the time to switch between heal and dmg, or even maybe give him 2 pull charges. (maybe not all at once but those are the ideas that the community had and I'm flabbergasted to see none of it happened)
I've always wanted him to have the supercombine explosion of Halo's Needler.
They need to stop making micro buffs to the healing and need to adress the real problem: the thorn volleys. They need to be way faster or do more damage and need to weave into the healing way faster.
From my sight
1. Give 2 pedal with less duration like 5s and half cooldown and faster pedal throwing, this will make your team in better position and interupt enemy more.
2. Weapon: swap time should be faster less reload time but single reload for both heal and damage also he should be the one who gets 2.5x or 3x headshot or 2x but reduce 5% healing ontop
3.ultimate: should be more offensive like enemy stand in the tree radius will be antiheal
These would be dope but you would have to add fall off to his thorns or you would be an absolute menace with #2
A higher dmg mult on headshot for LW is a terrible idea. It wouldn't change the overall consistency of his damage but in situations he does get to hit the majority of his needles he would do an absurd amount of DPS (which he already kind of does). Primarily against tanks as they naturally are the main ones LW gets to do it to the most due to how big they are.
I think that ironically those changes won’t be enough, save the ultimate change of course, that sounds broken. However, they’ll never do that. I think what ml7 said is probably the best way they could buff him. Lower cooldown on pull, and if they really want to make him strong. Add cleanse to pull.
@@citrusdurian7055 at least every character has their “broken” time, if one doesn't have their own once or more that means that hero is unplayable or not design good enough to be playable.
Since the word ultimate means broken skill but LW just have the worst ultimate in game, maybe just slightly better than illali pylon so I think they should rework it.
@@lunariansmith2417 yeah, I am not against it. I would like to see a broken lifeweaver. However, I think that because it is a rework, it’ll not happen anytime soon. All of the other changes are just number tweaks, so it’ll be easy to add them. Plus I don’t think it is a bad ultimate. It may be weak compared to other support ults, but it’s good.
I think they should try add a poison dot damage effect to apply after you hit a set number of thorn volley into the same opponent. His offense abilities are lackluster at best unless you have the time and space just to spam it from afar but then you aren't doing any healing either. For me he just feels so slow in comparison to other supports. His abilities take time to set up and it always feels like you are waiting on a cooldown while your damage and healing takes time to apply as well. I don't know if this would be weird but maybe remove his heal blossom and tie his healing in to his thorn volley so that they do either damage or healing depending on the target. They can then either turn the blossom into another type of utility ability for himself or allies or get rid of it. Not sure if that would be any better?
I think he's just still a pylon with like super situational capabilities. The biggest problem with LW is that if you make his pull more often and allow him to do more haling, it becomes extremely frustrating to fight him. His biggest flaw is just being overall super situational, because your team would have to also consider playing around a weaver, when other supports don't really need you to do that. If his healing travelled faster, I feel would be the best change for him.
This may just be confirmation bias, but I always see LW played with a mercy and i dont understand why it's so common? It's an incredibly passive duo that has nearly no offensive potential outside of dmg boost. They cannibalize ult charge from eachother bc of this, and don't provide anything truly unique in value from each other.
Is it just psychological? Matching personalties of players? The sheer numbers of the mercy mafia?
Think it's largely just cause mercy is very popular, so whenever someone plays weaver, there's a solid chance mercy will be the teamate. However, to note, there is some unique value between the two. Weaver can raise a teammates soul on a platform so mercy can fly up there and get an easy res on someone who may have otherwise been right in the open.
@@m.artifex2001 this is specifically because a good 70% of support play mercy, im a dps player mainly but I play lw/illari/kiri on support and lw does work well with specifically brig, juno, Ana, and sometimes zen. But because the most popular supports are mercy and Moira, which do not work with lw at all (n9t to say supports suck, but there is genuinely no way out of all the cool supports in the game they choose the 2 worse out of the bottom 3, ik nobody had fun on Moiras boring ass, and mercy movement is too overhyped aswell
Make LW charge primary automatically and get rid of the slow. A QoL change that instantly feels so much better to play with and no issues to play against
i feel like the issue isn't about his cooldowns, but his blossom healing. it's still too clunky trying to dps and heal. give blossom a base of 20hp instead of 0hp maybe, but charge slightly less quickly, then he'll might be able to clutch without having to rely on cooldowns and ults, and his team wouldn't get to low health as often to require more pulling. lifeweaver is most annoying only on good teams who rotate their cooldowns well with him. his team is so hard to take down when you don't have ranged or burst dps, but sucks so bad when there's loads of big damage or antiheal.
I truly believe what LW lacks is offensive utility. Let's be honest, LW's platform does nothing.
I'm not any good at character designing, but I think they should atleast give LW an offensive abilty.
I suggest removing platform, and replacing it with something like petal that activates if stepped on (like Hog's), damages and slows enemy over time (exactly like Hog's), good for denying follow ups.
LW's ult should remove the excess shielding, instead it should cleanse every ticks or blooms (just cleanse, not making allies invulnerable like Kiri's suzu)
Platform isn’t useless at all. It’s his primary movement ability, allows him to easily pick out an ally to pulls, can be used as another life-saving ability, and can be used to counter ults. If anything would be removed it would be his dash.
I don’t think they have to remove an ability to give him offense. I think they should give his needles some debuffs that your allies can take advantage of. Like maybe it gives the enemy 5 percent damage taken. Or maybe it lowers healing on that enemy that stacks with the dps passive. I just think that to keep the identity of the character. The change they make shouldn’t force lifeweaver to be offensive, but instead give his allies tools to be more offensive.
@@anthonyarturo7559 making ultimate heals allies as the same but enemy who is in radius of tree get anti heal
Give him his "peak" stats during the "sustain meta" cause he was NOT the issue and didn't deserve that much nerfs (and Grip was 16 sec i Believe which felt really perfect with the rest of his kit).
I get nightmares when i see lifeweaver + mercy sup comp, its so hard to play around, your team just doesnt have enough utility (anti, suzu, immortality)
im 95% sure that when ur trying to heal an ally thru mauga cage, its over not under. What i do is hop on my petal and flick it over and into the cage. Ive never noticed it not working but 🤷♀️
So again he’s very situational, nerf his cool down of life grip, let the heal go through shield and barriers, reduce ult charge. I definitely agree he is still kinda weak
I think the cooldown should be cut in half when you pull someone with low HP
Number buffs dont fix his core issues.
I would rather have a cleanse on pull than 25 more healing.
You can already blossom and pull at the same time.
Longer overhealth during tree is nice but who here is using tree for the overhealth?
Lifeweaver is best when pulling aggro from the enemy team. Baiting them to shoot him instead of teammates. He has decent escape and sustain to tank some enemy shots.
Lot of wasted pulls here too, gotta know when to use it and not. Also gotta shoot way more when tree is up. That thing heals enough to keep teammates alive. Gotta lay down the damage and heal anyone weak not in the Tree's AOE. Weaver is better than you give him credit for IMO.
Give LW dash two charges. And what if we make pull not give invulnerability and instead it having much shorter CD and higher heal. This would make LW much more high skill hero and increase his overall impact.
5v5 encourages aggressive playstyle. Unfortunately, lifeweaver is more defensive and passive so it's difficult for him to apply offensive utility for his team.
Wouldn't change much for him even in 6v6.
@@dantevicNo, it would. That more extra players means that there is less pressure for each team member to be putting out as much damage as possible. The extra tank also means that healing is more important.
Just give him 2 petals and petals heal 10hp/s ez
Life grip should cleanse negative effects ngl
I think they should add a poison affect to his gun at least. I mean it’s literally thorns for crying out loud. And also maybe no healing/cleanse to the pull, but make a 10 second cool down. The most impactful part of the ability is the repositioning anyways.
i dont understand why hogs hook which can one shot an enemy is on a shorter cooldown than grip. One can save a life and one can one shot a person. Imo they should lower it to the same as hogs hook 🤷♀️ cause whats the point of saving a teammate from falling down a well if another one is just ganna get hooked down immediately after
They just need to let her heal and do damage at the same time. It would be so fun to play her doing damage and healing. It’s not much of a difference then bap. And he has a way stronger kit
Make so LW can spam damage during his ability's like life grip and tree or even just all the time
the LWs i fight have tree up every team fight now lol
I love LW his ult countering capabilities are insane with pedal n grip, his cooldowns just suck
he will never be "meta' if they don't buff his only source of value, his pull.
the healing isn't the issue and neither is the tree, its his cooldown and pull speed.
he can't get value out of his pull if by the time the cooldown is down, the fight is already over.
i agree with the idea that if he "saves" someone (aka pulls someone who has less the 15% hp) he should get a 30/50% cooldown reset on his grip
his current state isn't viable albeit more playable then his release, he's still in a bad position
The only way lifeweaver will ever be good is if they take 1 patch and use it to give lifeweaver all of the buffs & QOL changes he desperately needs
At some point I think they will have to accept that lifeweaver is only for Ilios Well
Grip should cleanse status affects
It makes me so sad that lw is so bad bc I love playing him d would love to in comp but it it’s pretty much just a throw pick
Its only a throw pick if you lose.
He's viable in comp, just need to use thorns more to get some value. He's a High skill expression support, but in the right hands a menace.
i think a most reasonable buff LW could get is adding some sort of healing-over-time effect to his kit, like if you're standing on petal. maybe make the tree have a boop effect to enemies with the pulses? i would say maybe a small AoE healing burst on his dash but i think that'd just be the wrong direction.
Does the tree have roots?
My idea for the lifeweaver buff is to add a new passie for his main weapon. You deal right amount of damage to an enemy (for example 150 idk it coule be less) and the you can attack them by your melee and cause a mini explosion that deals damage and can even fiinish enemies in a cool way. Lifeweaver would have to use his dash or petal to get closer to enemy and finish him off, but also if someone would flank him and get closer to him, he would be more dangerous. Also it could work in a way where your allies could also cause the explosion with their melee if you dealt the right amount of dmg.
Queen ults and Lifeweaver becomes useless for the next several seconds.
Lw imo is the hardest support to play. No matter how many buffs he receives he's a flawed support because he focuses on healing than damage and that isn't good for a support.
You just gotta stop pulling people as soon as they are half health.
His E is normal/// buff something else
I think he just needs a rework tbh
Always love seeing my favorite Thai femboy struggling to be in the meta🗣🗣🗣
I think as an idea, LW is a cool character. thats it. an idea LOL no buffs will make him meta RIP
Lifegrip idea:
Make it a two step ability, activating it on a teammate will give them a 75 hp personal shield like Zarya, activating the ability on the same ally will then pull them to safety.
I think this gives Lifeweaver more proactive plays while also letting allies know they may get pulled very soon.
Ml7 your hair looks so cute!
Your dos on those games were soooo bad.
Lw shouldn’t be meta. His whole play style is to run away and bail out teammates which is super unhealthy for the game and also really boring
delete lifeweaver
FIRST let's go.I love your vidéo
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early lol
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Keep lifeweaver mid. Its better for the game. I love playing this hero, it's so much fun but if he's OP or just meta, nothing really dies and that doesn't make the game that much fun. This is coming from a top 500 support who just wants to play tank here and there. Perhaps when 6v6 comes out then buffing lifeweaver makes sense, maybe, but I still want to kill things as a dps or tank so let's keep lifeweaver where he is. MID