[✅] Basic Rehaul of the Tank Role

It’s not a problem. It’s just hypocritical to your idea that Tanks can’t get buffs with 2-2-2, but they can get twice as big buffs with 1-3-2 or 1-2-2.

i think youre not reading what im writing.
or you are already very biased and try to construct everything i say in a way that suits your mindset.

tanks are extremely weak right now. thats why nobody plays them anymore. of course you need to buff them.
but you dont buff the DPS part, you buff the tanking part.

also, you can additionally nerf some unwanted parts at the same time, i dont know how thats a difficult concept.

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Roadhog change :clap:t5:

The rest :raised_hand_with_fingers_splayed:t5: i’ll pass

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And where are these Tank players going to come from?

From my perspective, the Tank players should be coming from the largest player demographic, players who are currently playing DPS.

And even if you look at existing Tank players, the vast majority of them across all skill tiers are playing offtanks, and would have a strong preference towards offtank if they had someone else fill barrier tank first.

I mean, you’re either lying or delusional if you think you can just make Tank players appear out of nowhere. From some magically untapped source of players who don’t shooting stuff.

Much less the idea that Overwatch needs to be designed more like an RPG, instead of an FPS.
Where even in World of Warcraft, a 40 man raid group, might only have 2 Tanks.

Look at League of Legends or DotA2 and they also have a really hard time getting people to queue Tank.

So the idea that “it’s untested whether people generally like to play Sturdy-but-Boring” playstyle, is fully tested.

thats so backwards.
why not just squash the whole tank role then?
DPS players want to DPS.
theres a lot of flex players currently playing dps and healer, but not tank, because tanking feels terrible.

if you bring back real tanking, those flex players will start playing tank again.
also some veteran tanks, and also general new players will play tank again.

sorry but thats a you problem. YOU dont want overwatch to follow rpg rules. YOU have that preference.
doesnt say jack about any other player.
you have no point further than “i dont like the way this game was always envisioned to be, so i want to change it fundamentally”…right. im done here.

go put in some effort and make a custom workshop mode that suits your needs.

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100% support this working impetus. I like hybrid tank metas (e.g. 1 dive, 1 shield, or 1 disrupt, 1 etc.). The synergy has to be there between heros for it to all work.

A lot of changes to process simulataneously - and probably too much work testing and too disruptive for a game on cruise-control until OW2.

Maybe find the linchpin that would break up the current tank metas and push those 1-2 tunings.

And you keep acting like Tanking isn’t unpopular across all game genres that have Tanks.
And that there’s some vast reservoir of “Sturdy but Boring” Tank players that will appear out of nowhere.

Much less the idea that Overwatch has gone through 2 years of high sustain metas, that have been boring people out of their minds.
And the “problem” is that those high sustain metas need even more sustain than they had with GOATs.

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That’s semantics and labelling. Tbh it should be labelled ‘heavy’ instead of ‘tank’, to imply higher hp, more presence, and less mobility.

But OW has this archetype entirely messed up and in many ways too impactful whilst being boring. A Hammond is a high-hp, high-mobility, fast-ttk, get-out-of-jail hero that can be more dps than tank in almost every sense. Same with Winston or DVA when they’re played selfishly. Their ability to scramble and bully is anything but ‘tank-like’.

See that’s the other weird one.
If AnchorTanks had similar killing potential as the other Tanks, somehow that would make them not a Tank?

I’m using “overloaded” as a polite way to say “OPAF”.

Reaper at 50% lifesteal was overloaded too much lethality and tankiness in the same character.

Launch Brigitte was overloaded with too much lethality and tankiness in the same character.

Dva with 200hp, 400 armor, and 4 seconds of defense matrix was overloaded with too much lethality and tankiness in the same character.

It creates seemingly-unkillable monsters.

Why should that matter, as long as the Tanks are all balanced between each other?

Also the Armor aspect is a lot more different than what you’re used to.
This change would include the idea that Armor is about 30% weaker to rapidfire and shotgun attacks.

They trade ttk for presence.

Anchortanks are classically about sustained, telegraphed presence. Difficult to mobilize, difficult to dislodge.

There is a ramp up time. Typically a centralized, not necessarily brawlish/melee range type of focus. But brawl/melee/frontline is the most normal. For example, Bastion is basically an anchor tank. A lot of games had the heavy-weapons guy, who was slow to move in, took lots of damage, and ramped up zoning pressure.

My issue is these dive, disrupt, flank/offtanks in some artificially-forced roster parition, that are called “tanks”, when really they’re just heavy scrambler types.

my suggestion, peel things away from the game instead.
remove some abilities, scale down healing and damage, remove QoL features in kits.

i think this will bring about a simpler cleaner game experience overall.

Well the way I’m going with this. AnchorTanks have medium/long range coverage, but are weaker at close range brawls compared to the other Tanks.

AnchorTank OtherTanks
Strength: Medium/Long Range Close Range
Weakness: Close Range Medium/Long Range
Firepower: Similar Similar

If you look at any other FPS game, they don’t have “Sturdy but boring” Tanks.
All their Tanks are “Heavies”.

Overwatch is the weird one in the genre on that.
And it goes to show, considering how unpopular the role is.

They put too much World of Warcraft logic into their FPS game.

Simpler and cleaner, sure.
But my goals include making the entire tank role more popular, to fix queue times.

Which probably means you need to power-creep the entire role to do that.

if you envision the game not being too disimilar to what it is now sure.
you will still keep having the same issues you do now.

sometimes adding things is the wrong direction to go and i feel they went overboard a long time ago.

as for popularity of the tank role, you just gotta make the tanks more like roadhog and ball and d.va and zarya.
or make the double “off-tank” a viable strategy or even a meta to compete with barriers.

I have been considering that possibility.

i.e.

  1. Make a Bionade cleanse
  2. Make a Earthshatter cleanse etc or something
  3. Make UltCharge feed less, the more HP a hero has above 200.

Had a fun thought experiment on that last night.
[✅] If Barriers didn't block Earthshatter?

what if reinhardts shatter only did damage? compensate the damage for it for lacking a stun now but still.

my other idea is to remove barriers on all tanks except reinhardt, his barrier is just gonna be scaled down in size so it’s not gonna be that useful except for himself.
sniper damage is max 200 damage, this will give a slight edge to some 250 hp heroes, but as i stated previously, kits will be reformed and more punishable and more distinguishable and there will be some harsh revisions.

the characters that will feel it the most are characters that gets free value from simply existing.
it’s a tough love kind of treatment.

Don’t really see that making tanking more popular.

i think it would, think about it, the most popular tanks for dps players are off-tanks however those are hardly meta anymore or looked on with disdain, pretty sure dps players would be quite happy with “off-tankifying” the entire role if that ment they could play a tank in a way they like which means that they aren’t exactly tied to the hip of the other tank.