Add a new heal statistics

Add a new stats how much heals you’ve got to really see if you’re good or not.
Because if someone gets pocketed by mercy and kills a lot doesn’t mean he is very good. Just got lots of heals.
In comparison with someone who didn’t receive much heals and kills a lot is actually much better.
Please add this stats at the end of a game to compare fairly.

4 Likes

Actually a decent idea. That way people who complain about lack of heals might wisen up a little and stop soaking fire.

2 Likes

We have how much healing done now.
Just add how much healing received.
And if they received lots of healing and die lots of times.
That means they are just very bad.
And shoudn’t even complain about healing when they self are so bad in dodging incoming dmg.

1 Like

Nice idea tbf. Nice idea tbf.

I just like seeing more stats in general. Heals received (and who gave it), damage received (and who inflicted it), final blows, who you killed and got killed by, etc.

Heals received would be nice to include in the visible stats, the rest could be available in the match history.
Too much info during the match would just make the screen too confusing.

But it would be nice to at least be able to look at the killfeed after. Just a screen with the killfeed would already tell you who got killed by who the most and give us insight on what kind of enemies we should focus more on.

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I would like to see killing blows in the in-game stats sheet at least. That part could be placed between elims and assists at least (E//K/A/D). As for some of the other stats, the OW team could try adding second page to the in-game stats sheet. To get to that page, one would hold the stats sheet button and at the same time press another button to get to that other page. That could help reduce the potential clutter.

I like where you’re going with the second one. I’m thinking what if in replay mode, the recording marked to the point of the match where the kills/deaths have happened. A person there could click on it and automatically be transferred to that part of the match.

A big reason why i mostly play support is because i dont trust alot of people with that role. I have had plenty of games where i was damage to fill out the weekly challenges where i was standing next to both supports asking for healing for like 20 seconds before i finally got a heal.

some people just seem to pick the support role for the shorter queue time and then they either try to play full damage or idk what they even are trying to do

But generally i think healing done , eliminations, and deaths can tell plenty about how was played. Healing received wont tell that much more because supports got to make priorities after all. I mean theres plenty of times where i stop healing someone because they cant hit/eliminate anything, they never stay with the group and when you try to heal them they do their best to avoid all heals thrown at them by dodging them and hiding behind walls.

This is mostly so it would stop people whining that there’s been 0 heals, while they have been healed plenty but keep standing out in the open and thus dying.
Because no one can keep them alive at that point.

The stat would only work for that if paired with a damage taken score though.

yep it helps in cases like that but i also totally could see it go the other way. People who complain the hardest about not being healed often are the ones wich go off on their own far away from the group and where healers can reach them. In my opinion these are the majority of people who always seem to complain about the lack of healing

To these type of people it will look like proof they havent been getting heals, despite it entirely being their fault

Well atleast its useful in some situations. I have had people complain about not being healed as well despite me pocketing them as mercy and having healed more than all other 3 supports together, mostly on him.

I once had a damage complain about zero heals at the end of a match, despite me and the other support having over 10k heals each. (Not to mention the over 15 elims both)

I also see how it could be used against the supports and to fuel the 0 heals argument. But in that case the “damage taken” meters could help.
If they’ve taken the same amount of damage as the rest of the team, it could help them realize that maybe they would be healed if they position better.

But sometimes toxic people be toxic over nothing.