You can jump to the conclusion, but it’s best to read it all.
Let me try to be simple and not write a wall of text:
The game is an attrition between mechanisms to secure kills and mechanisms to deny kills.
Securing kills is more rewarding, it raises excitement to play and watch (on OWL) specially when it requires skill expression and stuff, that’s clearly the highlight focus of OWL.
OWL excitement recently became one of the biggest weights of influence on Devs’ balancing decisions.
[I dare to say that Echo’s design was highly weighted thinking about watching her on OWL as well]
The majority of the playerbase wanna watch or play characters that use skills to outplay the denying-kills-mechanisms to obtain the reward = kills, worth of positive feedback. They want this to be achievable.
They give importance to that and they dislike when characters that have high reward easy-denying-mechanisms beat the other harder heroes.
That’s why characters such as Moira, old Brig and Release Sigma were so disliked and brought a negative impact to the game’s largest portion of the playerbase.
We can easily notice privileged heroes on Devs’ minds from the DPS roster:
- Widow, Ashe, Mccree, Tracer, Genji, Hanzo.
- Soldier, Pharah, Echo, Doomfist, Torb, Sombra, Reaper, Junkrat.
- Less privileged: Mei, Symmetra, Bastion.
Conclusion:
And now what I wanna say with this is that
First: Some of their balance decisions force the game into mirror matching instead of a rock-paper-scissors counterplay possible strategy, which in turn creates a meta fatigue depending on how much strong those changes are to affect competitive and even casual play.
And secondly: Tanks and Supports suffer the most from this because they have abilities that play more into the denying kills side for the team and those abilities are generally low effort and/or low risk.
Any buffs to the denying side lowers the effort or the risk or raise the rewards, which in turn still does not build up excitement for the majority to watch and denies more the effort of those “harder” heroes, so not worth it.
The only way I can see them not upsetting the majority of their playerbase is making Tanks and Supports get more abilities with mid-high effort and/or risk, designs like Zen, Lucio, Winston and maybe Ana, while designs like Sigma and Baptiste are tricky because of multitasking, the powerful denying side of their kits still lessens the effort or risk they might have even though they seem more similar to mechanically demanding heroes.