Here’s how you fix queue times.
Have the matchmaker try to find a game where both teams have:
1 BarrierTank + 1 OffTank + -2DPS-2HEAL
If it the matchmaker can’t find enough BarrierTanks, instead both teams have:
2 OffTanks + -2DPS-2HEAL
Give people the option of which composition they would like to play, but make queuing for both compositions be the default.
Remove Hero Pools for Competitive, unless your want to keep it around strictly for DPS bans.
Stronger Barriers on Orisa and Sigma
Weaker Fortify and KineticGrasp
A lot less CC on Halt and Accretion
Discord goes through Barriers
Devs could easily make it so that Sigma and Orisa both feel like MainTanks again.
While still providing a counterable weakness at close range.
Main idea is to scale up the barrier HP, but weaken the CC, and SelfPeel these two Tanks have.
Which makes them a lot more vulnerable to Dive comps and speedboosted Rein comps.
Also by removing the stun on …
Just occurred to me how DoubleBarrier would be a lot less useful against SingleBarrier if Orisa and Sigma primary attacks reflected off of barriers at random angles.
Here’s an idea, in the long running series of “what to do about barriers”.
Tank Rule Change
If two enemy players are using Sigma, Orisa, Reinhardt or Winston.
Then 50% of the damage dealt to the enemy barrier counts gives Ultimate charge.
Would be kinda subtle, and rare on ladder below Diamond.
But high tier play is ALL about ultimate charge economy.
And a penalty this strong would keep DoubleBarrier in check.
Even if we buffed up DoubleBarrier to be stronger than it was in September.
Context: DPS Queue Times are bad. More Tank players is the answer.
That said, as someone who has been trying to fix this stuff for… too long. This is a really simple an elegant approach to this problem. I really like it.
Devs should really give this a try on Experimental Card:
Increased to 900HP, up from 600HP.
Cooldown reduced to 8 seconds.
Decreased to 600HP, down from 900HP
No cooldown delay when deploying and…
The main problem the game is facing is bad DPS Queue times.
Devs could fix Queue Times by making BarrierTanks more desirable to DPS players.
Do this by making it so there’s 3 options for SoloBarrierTanks, especially Orisa and Sigma, that get to shoot and barrier at the same time.
Damage increased to 90, up from 75.
Direct Hit damage increased to 65, up from 55.
Increased to 1300HP, up from 900HP.
Regeneration rate to …
Overwatch Tank meta is kinda stuck.
Over 90% of the time, it’s Rein or Lose.
Which isn’t horrible, but it’s getting kinda bland.
So I’ve been thinking of a variety of different ways to fix this, but a lot of them involve changing gameplay balance midgame.
Realizing that, I’m thinking back to one concept that doesn’t change midgame balance.
Conceptually, the real problem with Orisa/Sigma was a lack of critical weakness.
Here was the real problem with Orisa/Sigma:
At medium range, it’s nea…
Right now we’re are a point where at nearly all levels of skill there’s pretty much only 1 true solo-BarrierTank in the game. Reinhardt.
Which isn’t too bad, considering he takes a lot less coordination than Dive, and Orisa comps are relatively boring.
But variety is the spice of life. And good game design is all about creating worthwhile choices that are simultaneously unique and worthwhile.
So wouldn’t it be nice if every BarrierTank was good as a Solo-BarrierTank?
(Which opens up a whol…
I think, too much projectiles could make game crash and a lot of “hits” on players who even doesn’t know where they got shot. Like old Hanzo Scatter arrow. It’s fun if you think about, but not fun for the people who dies from them. 2 Orisa just ricocheting their attacks on walls and shields, also sigmas who actualy can do some sort of it. Could generate a “projectile zone” who could make stand by between those orisas really bad.
2 barriers are fine(maybe a little less regen - add 10% less regen…
Dva and whiaton can work together because dva got buffed and genji’s really meta so dive is t a throw pick
Idk y he reverted the shield nerfs but all else was good
I’ll lengthen the title. The first part gets the message across well enough.
Which is usually trimmed on mobile.
Here are the specific changes with justification below:
Basic goals are to make it so:
SingleBarrier is preferred over DoubleBarrier.
Tanks are more desirable to play, to fix Queue Times
Especially to DPS players who make up the majority of the player population.
DoubleOffTank is less of a “Throw Comp”.
The general approach to all that is:
Nerf AnchorTank self-defenses at close range
Buff AnchorTank projectile speed (I.e. Useless at close range)
Buff AnchorTank barriers to Rein tier (…
But it just occured to me they could fix a lot of the Ult charge feeding issues with Tanks by making it so that Armor and ShieldHealth feeds 50% or maybe even 0% Ultimate charge.
Would take some big chunks out of the Ultcharge that Tanks feed.
Would also have some fringe benefits for less popular heroes like Bastion, Torbjorn, Symmetra.
Doesn’t really help Roadhog, which is the biggest issue with Ult charge feeding. But maybe they just replace the first 300hp of his healthbar with darkbluehp…
Half serious on this one, but it’s an interesting concept.
Since it would probably have the desired result of
DoubleOffTank isn’t a throw comp.
Win win win, right?
EarthShatter, unable to be blocked by barriers. Except Zarya and Winston. Since it goes underneath the barriers.
Zarya, bubble very briefly does the “MultiTarget” Zarya bubble from 1-3-2, for like 0.1sec for the secondary bubble targets.
* Zarya bubble cleanses EarthShatte…
200 armor, 200 shieldhealth, 100 health
200 armor, 200shieldhealth
Barrier cooldown reduced to 7sec, down from 10sec
When hacking an enemy Orisa, airborne barrier-projectiles are cancelled
Moved to the Tank Role
10sec Icewall cooldown, down from 13
Makes these Tanks a bit less reliant on Healers
But makes it an extreme Sombra EMP threat to have 2 AnchorTanks on the same team.
How about we add these too:
Gains 40% lifesteal when damaging enem…
I was thinking a bit in another thread, and back to an old meme I made.
Orisa, individually, isn’t that good at blocking Earthshatter.
Which leads to either Rein meta, or multiple barriers.
Guess I was wrong, Sigma is fine for that, I probably need to play Sigma more.
So you got two issues with Tanks:
DoubleBarrier is too strong at Medium/Long range.
So it needs Close Range vulnerability/counter.
Tanks aren’t popular enough, and especially the game needs to encourage more SingleBarrier Tank compositions, to fix queue times.
Had a bunch of versions of this idea, but here’s a simplified version:
Barrier = 1000HP
Primary Fire = 20% Faster Projectile Speed
Kinetic Grasp = No TempHP, repairs Barrier Instead
Accretion = No Stun, Does a Boop instead
a discussion last night, and one part was how bland Orisa gameplay is.
So here’s a design idea I came up with, that makes Orisa feel like she’s got a lot more active choices to make, besides her usual gameplay loop of:
Stand in one place
Hold Primary Fire down constantly
Use halt to combo something
Fortify when in danger
Fortify : Slightly larger hurtbox, 4sec duration, 20% damage resistance, 20% movement speed increase, immune to CC effects, immune t…
One approach to solving Queue Times is a modified 1-3-2.
RoleQueue changed to 1BarrierTank, 3Damage, 2Healer
Strong buffs to BarrierTanks
All offtanks moved to a subclass of Damage, called Bruiser
Mei moved to Bruiser subclass
Limit 1 Bruiser per team
First Damage player to pick Bruiser prevents the other 2 Damage players from picking Bruiser
I’ve come up with a lot of ideas off how to unseat DoubleBarrier from power, without sabotaging SingleBarrier.
In short, cutting through two barriers at medium or long range is always gonna suck. So the counter to DoubleBarrier needs to be close range.
And here’s some minimalist changes how to get there:
Armor - Blocks 20% of damage. Counts towards the 50% damage resistance cap.
Mei - Moved to Tank Role. Icewall cooldown reduced back to 10sec.
Yeah that’s all of it. You can stop readin…
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 b…
So a couple of these design idea’s I’ve been throwing around some ideas on redesigning Orisa/Sigma.
Generally it goes:
More vulnerable at close range
(Because this would directly make BarrierTanks more popular)
That said, here’s an idea to:
Buff the effective firepower of Orisa/Sigma at medium range
But not buff the effective firepower of Orisa/Sigma at close range
Primary Fire = 20% increased projectile speed.
Primary Fire = 20% increas…
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.
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%.
Accretion: Does not stun at close range.
Kinetic Grasp: Recharges his barrier instead of granting temporary health.
Barrier: Increased to…
Been trying to simplify some of my Tank ideas into something “less controversial”.
Overall goal was to make it so
Dive is the counter to DoubleBarrier
SingleBarrier Orisa is more viable
SingleBarrier Sigma is more viable
Any suggestions on what I should add or remove?
For Sigma, Orisa, and optionally Reinhardt.
Higher BarrierHP = MainTank Viability
More Firepower = The Fun
Lower HP = Counter/Tradeoff
Barrier - Health at 900, cooldown at 8 seconds
Fusion Driver (Primary) - Damage increased to 13, from 11, 14% more
Health reduced to 150HP and 200Armor
Fortify - Reduced to 20% damage resistance
Barrier - Health increased to 1300
Hyperspheres - Damage increased to 65, up from 55,…
Looking at things more generally, regardless what solution method devs end up going with.
Can BarrierTanks more popular, in a way that doesn’t involve making them more powerful?
Would it matter if Tanks were more influential in the outcome of matches?
And if it did matter, why specifically?
Since it looks like devs are going to be doing “something” soonish to BarrierTanks.
Does not block DoubleOffTank.
Buff all BarrierTanks to Reinhardt tier.
Get Mei out of the OWL meta.
Optional “Dibs Queue” for BarrierTanks.
Tanks split into BarrierTank subrole and BruiserTank subrole
1 BarrierTank maximum per team, 0 minimum per team
2 BruiserTank maximum per team
Optional “Dibs Queue” for BarrierTank
Can switch freely between…
Was going with the theme of “OffTank Sigma, MainTank Orisa”.
Thought I’d go with cranking up the damage and peel on Sigma.
While cranking up Orisa barrier, but weakening her selfpeel.
Barrier Health reduced to 450hp, down from 900hp
Cooldown reduced to 0.1sec
DirectHit Damage increased to 65, up from 55.
Self damage reduced to almost nothing
Cooldown reduced to 8 seconds, down from 10
Self damage reduced to almost nothing
If fixing DPS queue times hinges on making more people wanting to play BarrierTank (instead of DPS or DoubleOffTank).
Then how about devs put in some changes that those sorts of players would respond to:
18% more damage on primary attacks.
900 barrier, on 8sec cooldown.
Fortify changed to offer these benefits:
10% damage resistance
Not affected by enemy Crowd Control
No additional damage taken from enemy headshots.
Blocks enemy attacks/ultimates from passing through
Similar to the previous thread, where the idea is to move Mei to the Tank Role.
But here we have some decent balance changes to go along with moving her from one role to the next.
Moved to the Tank Role, away from the Damage Role.
Increased to 350hp, up from 250hp.
Self-healing reduced to 100hp, down from 150hp.
Cooldown reduced to 10 seconds, down from 13 seconds.
All told, the idea here is to make her into an actual Tank. Ins…
My skill tier on Tank fell to low Gold, haven’t been playing much.
Felt like I got 4 games in a row with DPS that appeared to be literally trying to derank.
Like 3 kills as Gold for the first 15 minutes, and not a single shot fired at the enemy tanks.
And you know what, there’s really not much you can do about it besides “oh well, guess we lose”.
Just had one good game, so there’s that.
But wow is that a soul crushing experience.