Here’s what I got so far for my current version of redesigning Tanks.
Overall goal is to make it so that DoubleBarrier is strongly countered at close range by Dive/Rush comps. While allowing medium/low tiers to enjoy a variety of SingleBarrier tanks.
Also there are some “firepower” buffs in there on Orisa/Sigma that don’t really do anything at close range or against barriers, but I wanted to make it so that BarrierTank as a subrole is more desirable to play. Since queue time could be a lot better from it.
Armor
Reduces all damage by 20%.
Replaces all current armor math.
Mei
Role: Moved to the Tank role.
Health: Increased to 350.
Iceblock: Self-healing reduced to 100hp from 150hp.
Iceblock: Can be healed by teammates during. <---- Revert
Icewall: Cooldown decreased from 13 to 10 seconds. <---- Revert
Blizzard: Duration increased from 4.25 to 5 seconds. <---- Revert
Winston
Primal Rage: Gains 1000 DarkBlueHP instead of NormalHP
Primal Rage: Does not give ultimate charge to the enemy team when attacked.
Sigma
Accretion: Does not stun at close range.
Accretion: Does not do self-damage.
Kinetic Grasp: Recharges his barrier instead of granting temporary health.
Barrier: Increased to 1200hp
Primary Fire: Projectile speed increased 20%.
Primary Fire: Does not do self-damage.
Orisa
Fortify : Slightly larger hurtbox, 4sec duration, 20% damage resistance, 20% movement speed increase, immune to CC effects, immune to headshot multiplier effects, can bodyblock ults and piercing attacks, does not feed ult charge.
Dark blue outline around her HP/Armor to signify no ultcharge feeding
Halt : Does not Slow enemies
Barrier : 600hp, on an 7sec cooldown
Primary Fire : Projectile speed increased 20%.
Passive: Gallop: After walking forward for 1sec without using abilities or attacks, Gain 5% movement speed for each of the next 4seconds, for a maximum movement speed increase of 20%, canceled when using abilities or attacks
Would be even better if they could change her run-cycle animation to be a gallop.
Yup. Also Widow headshots only do 240 damage, instead of 295 damage.
That said D.va would be chewing through Armor like nobody’s business with her DPS being almost fullcharge Zarya levels just on her shotguns, at 170DPS.
And in general, D.va would benefit from Dive just being meta.
Because Rein is already mostly popular, and the armor changes would mess with him. If he needs some buff’s to not feel like he’s left out on the fun, they could increase the projectile speed on FireStrike.
These changes also make it where if you get up close to sigma hes pretty much just dead. He has absolutely no self defense up close in your build for him.
Thoughts on Wrecking Ball’s adaptive shields giving 100HP to allies within a certain radius, like 10/15m or so?
Say for example, a Wrecking Ball pile-driving onto a payload in Overtime would use the adaptive shields for max value, giving him 700 shields but with 5 allies nearby it’d become 200 shields for the Wrecking Ball and 500 shields divided by the allies, 100 each.
I honestly think this would be a great design choice, would have absolutely zero impact on his solo play whilst giving some huge teamplay ability.
No, like, that does not feel good to play at all… his primary fire wouldn’t be able to hit anything, his rock wouldn’t do anything and grasp would be useless. That is horrible design. This would make sigma useless in every rank except gm and masters
What if Primal Rage would give 500/500 temporary shield with no ult charge and 500 normal hp. I think it’s important for both teams not to miss on any extra ult charge would it be from healing or damage. Also for Orisa everything seems good, but I hope it still that she would give ult charge. Sometimes healers might be 10% away from important support ults so they ask tanks to go in and feed, to get those ults up before fight