someone told me to give feedback on how this game could be balanced even after giving up on it instead of throwing shade at it, so here it is
I would like to see the composition of 1/4/1, that being 1 tank, 4 damage, 1 support, because of 2 reasons:
- There aren’t enough tank and support characters for 2/2/2
- There aren’t enough players for the tank and support roles, the damage role is dominating, which results in very long queue times for damage players
In order to have 1/4/1, major balance changes need to take place, as well as a change in the balance philosophy, which is:
- Stun abilities belong to tanks ONLY
Allow me to explain this one. Ideally, Tank characters should be those, who are able to control their space, and do so without being very vulnerable. Damage characters are there to open up the space, to apply pressure on the enemy front lines. Support is there to help either enable the damage players to apply more pressure, or to help the tank keep the space secure.
The one lonely tank should be able to soak up a ton of pressure, given the fact that there’s only one support to help them in that regard, but their defense should be serving up the daring prey on a silver platter for their team to feast on, so that’s why all tanks should have all the stuns abilities. The tank should not do that much damage themselves in a way that they can go 1v6 with their CC. No, their CC can’t do damage. Not a single bit of CC in this game should do damage.
I do not have any specific changes to propose in regards of hero balance in 1/4/1, but I have some general idea and direction to go in with the changes.
Damage dealers
- All CC is replaced with abilities that could be literally anything but CC.
- Zarya is placed in the Damage category
Tanks
- Two specific Damage characters who rely on stuns, Doomfist and Mei, are placed in the tank category
- Tanks receive many more CC abilities, most of them function as AoEs (Remember Reinhardt’s radial Earthshatter from the OW2 trailer? Something along those lines), those abilities don’t deal damage, only deal a hefty amount of CC
- Beefier health pools and barriers
Support
- Supports should be very effective in both offensive and defensive aspects. Imagine Baptiste, Moira or Ana, but better.
- All CC is replaced with something that suits this category (except Lúcio’s boop and Ana’s anti-heal, come on now)
- Better self-sustain for heroes like Mercy, LĂşcio, Moira and a MUCH better self-sustain for the other supports
- All Support ultimates have their defensive side buffed. They can be used offensively, but their main use should be to protect.
- Healing is increased, perhaps focused more on AoE
- Self defense lies more in their damage output or mobility rather than self healing.
Sounds like an Experimental Card to me.