Honestly, this just highlights how badly thought out the gameplay is for non-dps classes in a lot of games. So often, both the healer and tank are left as second-class citizens, as all the emphasis is put on killing enemies. For example, in Overwatch, while tanks and healers were effective, there was little depth and little reward in the role compared to DPS characters. Orisa was a dps who couldn’t leave the objective and had to hit ‘e’ on the ground every few seconds. Mercy just followed someone around, with little agency of their own. Compare that with, for example, Junkrat, where you were encouraged to be flying around the map, bouncing grenades off walls to make yourself near impossible to hit while still killing dozens of enemies. Theres both more depth, and more frequent, significant gratification. This is a big part of why I like Dota - supports (tanks aren’t really a thing in the same sense) have a whole separate game they tend to be playing to manipulate the map in their favour, and can still impact fights with a plethora of significant abilities that are flashy and impactful in their own right.
Even with Ana, while it was the peak of Overwatch’s healers, had a lot of the same issues, esspecially when it comes to juice, and feedback for impactful actions. For example, while your primary specialty was healing, the main feedback for that was your teammate’s health bar going down slower, whereas if you decide to play selfish and shoot enemies, you watch their health rapidly tick down, they die, and you get a flashy kill reward and voice line. Even in terms of the OW1 medals, there was only one healing medal and like, 3 or 4 for damage. Despite healing being such a core part of the game, there’s very little moment-to-moment “reward” for it.
Honestly, this just highlights how badly thought out the gameplay is for non-dps classes in a lot of games. So often, both the healer and tank are left as second-class citizens, as all the emphasis is put on killing enemies. For example, in Overwatch, while tanks and healers were effective, there was little depth and little reward in the role compared to DPS characters. Orisa was a dps who couldn’t leave the objective and had to hit ‘e’ on the ground every few seconds. Mercy just followed someone around, with little agency of their own. Compare that with, for example, Junkrat, where you were encouraged to be flying around the map, bouncing grenades off walls to make yourself near impossible to hit while still killing dozens of enemies. Theres both more depth, and more frequent, significant gratification. This is a big part of why I like Dota - supports (tanks aren’t really a thing in the same sense) have a whole separate game they tend to be playing to manipulate the map in their favour, and can still impact fights with a plethora of significant abilities that are flashy and impactful in their own right.
Overwatch nailed it with Ana, the only high-skill healer with play making potential, and then dropped the ball with all future healers.
Even with Ana, while it was the peak of Overwatch’s healers, had a lot of the same issues, esspecially when it comes to juice, and feedback for impactful actions. For example, while your primary specialty was healing, the main feedback for that was your teammate’s health bar going down slower, whereas if you decide to play selfish and shoot enemies, you watch their health rapidly tick down, they die, and you get a flashy kill reward and voice line. Even in terms of the OW1 medals, there was only one healing medal and like, 3 or 4 for damage. Despite healing being such a core part of the game, there’s very little moment-to-moment “reward” for it.
I agree, her ultimate is the biggest culprit, it’s a playmaker for someone else.