Every new season of Overwatch brings plenty of changes, from new heroes and maps to the inevitable round of buffs and nerfs that can shake up how its growing roster plays. The headline addition to Season 4, which launches today, is D.Mon, aka Yuna Lee, a new tank who serves alongside D.Va as a member of the MEKA Squad. Unlike D.Va, D.Mon favors a more up-close defensive playstyle, using her Plasma Saber and Power Barrier to protect teammates while cutting through enemies.

Between a new hero and a revamped Battle Pass that gives players more control over which rewards they unlock and when, there’s plenty for Overwatch fans to be excited about in the new season. Well, most Overwatch fans. Lifeweaver mains are watching one of their hero’s signature abilities get a major nerf — one that some players fear could make it almost useless when they need it most.

Starting with Season 4, players caught in Lifeweaver’s Life Grip can cancel the ability themselves simply by pressing the jump bind after 0.6 seconds — a seemingly small change that could make one of the support hero’s most useful abilities much less reliable. Life Grip is essentially Lifeweaver’s emergency rescue button. The ability lets him target an ally and pull them back to his position while protecting them during the journey, allowing a well-timed Grip to pluck a low-health teammate out of the middle of a fight seconds before they die.

Until now, the person being rescued hasn’t had much say in the matter. That can be frustrating when a poorly timed Life Grip drags someone away from a fight they were winning or a Lifeweaver decides to be a troll and yoink their teammates around for fun. But in the hands of a good Lifeweaver, that lack of control is also part of what makes Life Grip so effective. A Lifeweaver who is keeping an eye on the battlefield can spot a teammate on the verge of death and yank them to safety before they even have time to react.

With the new changes, that rescue becomes a lot easier to accidentally interrupt. When you’re in the middle of a chaotic fight and watching your health bar rapidly disappear, you’re probably not thinking about whether your Lifeweaver is waiting to pull you to safety. You’re trying to stay alive — dodging attacks, using abilities and smashing the jump button. Now, doing that at the wrong moment could cancel a perfectly timed Life Grip and leave you right back in the danger your teammate was trying to save you from.

Blizzard says that added control is precisely the point of the change. “These changes give Life Gripped players greater control over whether they are pulled all the way to Lifeweaver's position,” the developer explained in its patch notes. “The pull now begins more gradually, creating a larger window to react and cancel the movement if desired.”

Lifeweaver players, however, aren’t convinced. On the Lifeweaver Mains subreddit, much of the immediate criticism centered on the decision to make jumping the way players cancel a Life Grip. “Most people are in pure panic mode when you save them on 6 HP while burning,” one player wrote. “They're hitting every button at once. They're gonna jump out of it, cancel it, die, and waste my cooldown.”

Another player who said they regularly encounter trolling Lifeweavers argued that jump was the wrong choice. “I will most definitely cancel grips that actually save me,” they wrote, adding that “gamers spam the jump button.”

Others suggested Blizzard could keep the ability to cancel Life Grip but move it to a less commonly mashed button, like crouch or interact. Blizzard has also added a setting that lets players disable Life Grip cancellation altogether, though that requires players to know the option exists and go out of their way to change it — something plenty of people are unlikely to bother doing.

Most people are in pure panic mode when you save them on 6 HP while burning. They're hitting every button at once. They're gonna jump out of it, cancel it, die, and waste my cooldown.

The cancel option isn’t the only change making Lifeweaver players nervous, either. Blizzard has reduced Life Grip’s base pull speed from 30 to 25 meters per second, while teammates pulled from more than 15 meters away will now start slower before accelerating.

Whether those changes actually gut Life Grip as much as some mains fear remains to be seen. Season 4 has only just arrived, and players will now get to find out whether teammates quickly learn to stop jumping when they’re being rescued — or whether Lifeweavers are about to spend a lot more time watching their perfectly timed saves fall apart.