The moment Overwatch can give a tangible mental reward for barrier tanking, it will become more popular.
And the moment that barrier tanks can fulfill the expectation that players have when they select “TANK”, it will also become more popular.
I mean ya’ll are joking about how some tanks are just fat DPS, but it hits the nail on the head. These are not really tanks, people who want to play actual tanks won’t feel like they are tanking with them.
So yeah, what do barrier tanks do? primarily, aside from Winston maybe, they protect teammates and hold objectives.
What do you notice of that? Do you get rewarded for this “job” during the game?
Let’s compare: DPS get flashy kill notifications in the form of a skull on their screen and a mention in the kill list. They constantly hear a sound effect when hitting enemies.
For supports, while not as flashy as DPS, do see an immediate impact of their gameplay role because some of them can kill pretty effectively (see: Zenyatta), and if they are healing, they see the health bar of allies go up with a nice sound to it, so that’s rewarding. That’s what makes people play and know they are doing a good job.
Tanks? Especially barrier tanks? They just play around with a barrier and… really it’s not rewarding. Because barriers are kinda weak right now, they melt so fast that your primary job isn’t being fulfilled noticeably. Current state of barriers is that the enemy only really needs 1 person shooting at a barrier to counter it and force a tank to get behind cover. Meanwhile, Barriers are often meant to protect 6 people. It’s literally a situation of 1v6 where 1 person is winning and able to force a main tank out of combat to have them WAIT for their barrier to recharge or come off cooldown. They have to WAIT before they can do their job again. Such fun and engaging gameplay to wait, amirite? Cool game design for sure.
But, you know, it wouldn’t be that bad if the barrier tanks were fun and engaging to play beyond their barriers.
But these barrier tanks are also extremely immobile most of the time, and IF they have a self-protective ability, it lasts a really short time.
All barrier tanks have some form of CC, but even THOSE got nerfed so they become ineffective.
Their primary weapon is often clunky and/or not lethal unless they are literally so close that an enemy fills up the entire screen.
That immobility and lack of lethality USED to be the tradeoff for having a crapton of staying power through barriers. But they got nothing back for their barrier nerfs. If anything they got nerfed further after those barrier nerfs because tanks were apparently not allowed to have fun and make plays.
And if you think that Rein getting 100 health converted to armor and Orisa 50 more armor is a good tradeoff for their lack of barriers and literally everything else in their kit… you’re so wrong. This game has a crapton of high burst damage with single shots or abilities, and armor helps NOTHING against that. Hell, even barriers don’t help against that.
And now with Echo in the game who can melt barriers AND tanks with an overpowered beam, yeah no… it’s not really a surprise that for the past few months you always get a loot box and credits for playing tank, and that people are also complaining they have no barrier tank.
… observations and rants aside, what can be done to improve without making barrier tanks overpowered?
Because sure, tanks were overtuned the moment Brigitte and Sigma became part of the game. GOATS and double-barrier just weren’t the most engaging forms of gameplay either, for anyone. Now sure, those comps no longer happen much, if at all, but it neutered the iconic barrier tanks HARD and a hard role that was unrewarding to play since forever, just became even less rewarding.
1: Limit it to 1 barrier tank per team. Then re-buff the barriers to their old stats and regen rates. You can still have 2 fat DPS tanks, but you can’t have a Sigma, Orisa, and Rein on the same team. If anything this will be future-proofing the tank role and enable the development of more barrier tanks in the future. It has literally no downsides and gives some power back to barrier tanks so they can actually use their barriers.
2: When playing a barrier tank, and protecting teammates, I would like to see some kind of immediate feedback for protecting them. This means getting assists for their kills, it means having a stat tracker for not just damage blocked, but mainly damage blocked for teammates, and give us significant on-fire points if we do that well. I would want to see “Saved!!” in big bold capital letters if we succesfully peel for a teammate who was about to die, in the form of CC-ing/killing their attacker or placing them behind a barrier where they get healed up.
3: Objective time needs way more presence in the game as a primary statistic that is displayed on-screen and not hidden on the tab screen.
Give players a timer that is displayed on their screen if they are increasing this statistic. Make it fancy and empowering, similar to a hitstreak counter in fighting games for example. Make it tied to being on-fire way more. Tanks shouldn’t need to kill, they need to protect and play for objectives, and if that is done, they need to be on-fire way more and not just when they dropped their ult and got a multikill. Because that’s the DPS job.
Of course they still need to get rewarded if they enable a big play and happen to kill stuff, but it should not be their primary means of being effective in the game and the game needs to be really clear about that not being a requirement to play a barrier tank.