[✅ Today's Tank Balance ideas

Here’s today’s slimmed down version of Tank changes I got in mind.

Would throw a serious monkeywrench into the close range defenses of DoubleBarrier.

Orisa

  • Fortify: Reduced to a 2sec duration.
  • Fortify: Can bodyblock Earthshatter.
  • Halt: Does not Slow enemies
  • Barrier: 900hp, on an 8sec cooldown
  • Primary Fire: Projectile speed increased 20%.

Sigma

  • Accretion: Does not stun at close range.
  • Kinetic Grasp: Recharges his barrier instead of granting temporary health.
  • Barrier: Increased to 1200hp
  • Primary Fire: Projectile speed increased 20%.

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.
4 Likes

Wouldn’t this just make armor stronger?

76 currently does 20 damage per shot, with this his damage would be reduced by 4 per shot, instead of the current 3

Stronger against ranged damage.
Weaker against close range damage.

Currently a Widow headshot is reduced by 0.6% from armor.
But Tracer/Sombra bodyshots are reduced by 50%.

Changing that to a flat 20% would favor closer ranged attacks.

I figure it should be kinda obvious DoubleBarrier is really strong against Medium/Long ranged attacks.
So that leaves only one range they can be weak at.

Not to mention it’s a HUGE buff against burst damage.
A cree shot for 140 currently becomes 135.
With this change it would become 112, meaning headshots wouldn’t even guarantee a 2 tap.

I think buffing armour at all just makes brig a must pick by default, and we just run into the same problems again the dev team spent 2 years trying to claw away from.

1 Like

What happened to your checkmark title?

Nobody can post emojis anymore.

But I’m having fun tinkering with text stuff.

෴๛࿐ᐉ
◉ ✺ ⌬ ■ □ ⧠ Ⓖ ☬ 𓅃 𓉡
꧁꧂

Reaper’s on armor damage per shot goes from 70 to 116. Not sure how I feel about that.

For reference he did 80 back when armor was nerfed to 3 per pellet.

Armor was reverted some months ago - thank the gods.

Could we at least bring back the scaling stun length based on distance if we do the accretion change?

As for the KG change, it’s alright but I don’t think it would necessary

1 Like

they removed the ability to put emojis on the title?

But why tho

everything but this,

youd literally be able to do nothing against divers, it would be pretty unfun to just get deleted immediatly

3 Likes

I figure DoubleBarrier isn’t going to be defeated at medium or long range. So close range it is.

That said, the Mei change kinda spoils the usual Mei/Reaper “almost-GOATs”.

Nice, very nice, although i think it would make his stun pretty much useless as he’d struggle to follow up on stuns.
It might also be difficult to show what ‘close range’ is to the player intuitively without some guesswork.

Since he can shield more, maybe a splash damage nerf would be better so he’s not doing even more damage than before while behind the shield?

If DoubleBarrier is gonna be nearly invincible at medium/long range.

Then you’d kind of expect some weakness at close range.

to be frank, id rather we have a middle point,

orisa 900hp barrier 10s cooldown,

sigma 600hp barrier, No cooldown, buffed regen

then buffs for the rest of the tank cast except rein

1 Like

I’d rather have actual variety in anchor tanks, and turn doublebarrier into a cheese comp.

that would give variety, make orisa into an actual viable main tank, and make sigma into a powerful off tank than, in certain situations, can serve as a main tank

however we could use new tanks that dont use barriers

3 main anchor tanks would be better.

And if you need more Peel, that’s what offtanks are for.

2 Likes

Heh, I’m gonna start using this: ✓

the problem is that 99% of us would just give up on playing tanks without self peel because we play in an ELO where our teams are generally too stupid to even help,

2 Likes

Yeah Reaper was used in double shield because he doesn’t care much for shields himself and he did 160 DPS before crits in armor. It also meant he shredded everything everything but a Fortified orisa - which per this idea is limited to 2 seconds.

Kind troubling situation to go back to - tanks being hard-countered by default in every map in every comp.

I reckon Reaper pellet count adjustment would the trick though.

2 Likes

Or just adjusting the armor/hp ratio on specific tanks, or increasing it even.