Biotic Grenade Healing Blocked as Hero Damage

General Discussion
Yes, hi, hello. Master rank Ana player here.

Tiny suggestion that would add a lot of value to Ana as a hero from other players perspective, as well as make her "feel better" without actually changing anything.

Why doesn't the healing blocked from biotic grenade count as damage? Even the Passive regen on 2-3 heroes being blocked for a few seconds adds up to a few hundred damage, not to mention actually pulling off a full on massive block on Alextrazsa or Reghar.

Thoughts?
There are a lot of metrics in this game that aren't in the statistic screen. The more we can get the better i would say.
Everybody should know that stat screen alone never tells you the full/detailed story of a game. I am sure a player who saw your sick grenade appreciates it.
Can "Healing Prevented" kill a Hero without additional input like DoTs? No, therefore it shouldn't count as Hero Damage.

By your logic a Blind against a Butcher who has his Mark on someone should also count as Hero Damage since you're preventing his self sustain. It doesn't make sense.
There could be another column in the stats screen for character specific oddities (Time Silenced as Alarak/Stukov, Time Slowed as Arthas, Time Rooted as Malf/Arthas, Time Stunned as ETC, Muradin... You get the idea).

That would be pretty nice.
01/11/2018 07:53 AMPosted by Verde
Can "Healing Prevented" kill a Hero without additional input like DoTs? No, therefore it shouldn't count as Hero Damage.


Stupid argument.

Actually the idea is pretty great.

1) healing can only accure if someone is below 100% (pretty sure overheal doesnt count)

2) this means you can only block healing that would have a serious affect. Everytime you block healing it would have increased the targets health indeed

3) this means - besides it cant have the final blow (killing someone) - its functionality as the exact same as damage. Its irrelevant if you deal 2k damage to a 1k HP target that receives 1k heals or if you deal 1k damage and block the 1k heals. The result is the same. The person is dead. Blocking 1k damage is just the same as dealing 1k damage

Besides that such a functunality would be good for self-tracking. If you only get "30k healing" blocked while other Anas get 60-100k all the time (depending on the situation) you have an indicator for yourself telling you that you either miss too often or you dont time them correctly (throw them too early or too late but in situations where no healing happens)
It's great, but it goes further.
What if armor granted to teammates would grant healing?

Similar to one of our discussion back then... A WoW paladin buffs Blessing of X, therefore another player performs better. Or a shaman, merely putting down their buff totems - armor, attack speed, strength... (That was the discussion regarding the comparability of characters on metric sites.)

A simple HotS example is Lt. Morales' Stimpack. Auriel's crown. Heck, Malfurion's trait.

Should all these things resolved, or do we have to stop somewhere? Who decides where?
Different category tracking it? Yes.

Count it as damage dealt? No.
01/11/2018 08:02 AMPosted by LowBob

Stupid argument.


So Blinding an auto-attacking Illidan, Butcher with a Mark or any Hero with Tassadar's Leeching Plasma or Lili's Serpent should also count towards Hero Damage since you're preventing healing to those Heroes, right?
I get that you can probably get a whole list of different things that could be considered added to the score screen somehow, CC in general doesn't get any recognition at all unless you maybe get a MVP card for "most time silenced" or something.

But blocking healing with Ana does show up with a counter as it ends like "1203 healing blocked", likewise any added armor could just add itself to tanks as bonus damage tanked (which I guess it already does?) Or Morales shield counts as healing done as well.
01/11/2018 08:13 AMPosted by Aphandra
It's great, but it goes further.
What if armor granted to teammates would grant healing?

Similar to one of our discussion back then... A WoW paladin buffs Blessing of X, therefore another player performs better. Or a shaman, merely putting down their buff totems - armor, attack speed, strength... (That was the discussion regarding the comparability of characters on metric sites.)

A simple HotS example is Lt. Morales' Stimpack. Auriel's crown. Heck, Malfurion's trait.

Should all these things resolved, or do we have to stop somewhere? Who decides where?


Morale's and Uther's armor already shows how much damage you prevented with their armor whenever you proc it.

Also pretty sure you can probably get an addon for HoTS that keeps track of misc info like that as well.
You'd probably get a fair amount of false bloat from something like this due to how it would interact with heal-over-time effects or multiple heals.

As an example, taken to the extreme for visibility, imagine throwing a Biotic Grenade into a Tranquility effect. Let's say it heals 100 HP per tick, and two of the heroes affected are 100 HP from full, while not taking additional damage.
Tick 1: Attempts to heal 100, grenade blocks 100, would have normally healed 100.
Tick 2: Attempts to heal 100, grenade blocks 100, would have normally healed 0.
Tick 3, 4, 5, and so on: Same as Tick 2.

At the end of the effect, you have a few thousand damage points credited to Ana for "prevented" healing that wouldn't have happened if she hadn't used her grenade in the first place.
Damage mitigation through granting armor should count as healing, or be tracked seperately. Blocking healing is as good as dmg and should be tracked.

There are so many ways supports contribute beyond green numbers. Making it more transpatent would be a bebefit to everyone.
01/12/2018 10:45 AMPosted by Bombz
You'd probably get a fair amount of false bloat from something like this due to how it would interact with heal-over-time effects or multiple heals.

As an example, taken to the extreme for visibility, imagine throwing a Biotic Grenade into a Tranquility effect. Let's say it heals 100 HP per tick, and two of the heroes affected are 100 HP from full, while not taking additional damage.
Tick 1: Attempts to heal 100, grenade blocks 100, would have normally healed 100.
Tick 2: Attempts to heal 100, grenade blocks 100, would have normally healed 0.
Tick 3, 4, 5, and so on: Same as Tick 2.

At the end of the effect, you have a few thousand damage points credited to Ana for "prevented" healing that wouldn't have happened if she hadn't used her grenade in the first place.


This is a pretty extreme example. But keep in mind the healing block only lasts two seconds. It's not gonna block the entire thing. If a Malfurion used Tranquility in that manner that would probably mean there's a full on fight going on and there's damage aplenty flying around, meaning any healing blocked is good because it'll keep any enemies from sustaining for too long.

If anyone here has tried Battlerite, it does a good job of tracking all kinds of numbers.
There are three types of numbers that it does a pretty good job of tracking.

Damage: (No explanation needed). Edit: Healing blocked/reduced counts as damage.

Protection: Any healing, damage prevention/blocking goes here. Including debuffing your enemies to deal less damage. I.e if you "weaken" an enemy by 20% and they try to deal 100 damage, they only do 80 damage. This means 20 is added to your protection.

Disables: CC of all kinds, but naturally they have different values. A stun for 2 seconds would naturally give a better value for disabling than a 2 second slow. Knockbacks, fear effects, roots, slows, sleeps, blinds (blinds reduce you vision à la Dehaka ult in this game, otherwise it would most likely count as protection for "reducing enemy damage done").

Regardless, I'm still gonna push for healing blocked to count as damage.
01/11/2018 07:53 AMPosted by Verde
Can "Healing Prevented" kill a Hero without additional input like DoTs? No, therefore it shouldn't count as Hero Damage.

By your logic a Blind against a Butcher who has his Mark on someone should also count as Hero Damage since you're preventing his self sustain. It doesn't make sense.


their line of thinking is along the lines of Damage Prevented, such as Tassadar and Medivh, counting as healing even though its technically not healing you. it gives you a temporary shield which absorbs the damage which is 'similar' but not the same thing because when it ends you still did not get healed.

essentially Damage Prevented is 100hp+100hp = 200hp then when the shield ends you are back at 100hp assuming you took no more than 100hp shield damage. Healing is 100hp+100hp = 200hp where in this case you actually get hp back and there is no 'on expire' timer where you return to your health before that. thats a critical difference but they both show up as healing in the stats.

Healing Prevented can be viewed as damage in the same logic as above. the biggest issue i see with this is how much it would inflate damage numbers if it wasnt its own category. this isnt just an Ana thing if you think about it. this works for ALL healing debuffs. which means you have Malfurion, Varion, Xul, etc. who can all place a healing debuff on you which if you received healing during that would inflate their damage.

my opinion is leave it alone as a hidden statistic, or give it an individual column. something else that could be done is adding another tab to the in-game score sheet for 'personal' stat breakdown. which could give 'detailed' breakdown of your stat numbers for things like this that normally arent on the main tab where all the basic stats are located.

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