Are they wrong though? Because it seems very much correct.
Giving supports ability to turn teammates into tanks would be nice, for instance.
Are they wrong though? Because it seems very much correct.
Giving supports ability to turn teammates into tanks would be nice, for instance.
This is a needlessly long way to say " if you kill the enemy players, you win"
Fixed now.
They already have immortalities, nothing else in that ātrendā should be done.
No no no. No FR, seriously. No.
No thanks.
Itās more about tanks being just fat DPS. So, why do they need their own special category?
They donāt even have natural weakness tanks supposed to have - low mobility.
It always makes me laugh when people think a Tank in Overwatch should be a helpless bullet sponge like the Tanks used to be in 20 years old MMOs.
Iām going off of the playstyles of top 500 players. Where it effectively does come down to learning how to cycle around a given point, and getting kills on whatever is in front of you.
And thatās true regardless of tank in question, be it rien, d.va, ball, hog, orisa, and more.
Like for the enemy to respect your space you have to present your self as a major threat enough to actually need to position around.
As getting kills is the most effective way to make space for your team to play in.
Outside of that congrats on diamond.
Because they of their large health pulls, and close range kits. Making them brawlers, which is still different enough from DPS. Their goal is to still get kills, but how they achieve that is still different to say how dps get kills. Or say how zen sets up kills for his team.
That and well when tanks can layer cooldowns, it has a habit of warping the entire meta around a single pair.
Iām sorry but what is the point of this thread?
Common sense solution is to design tanks to have mitigating abilities not just be a fat Hp bar with a health refill.
Sigma is amazing at this and is definitely not a punching bag.
Because your job as Rein is to make space and to do so, you must use your shield?
Yeah, charge into the middle of a team and see what happens lol
pretty much
the biggest things i like to clarify, are that they dont much shoot at targets unless its to hit another tank, or a building ore trenches, rarely ever fire a loose infantry.
the devs have a hundred years of proven tactics/strategies to draw inspiration from, thats proven in game with rien and monkey, cause they operate pretty close to a irl tank
Eh yes and no, you can kind of just use the flanks. Where the walls limit LOS and force the fight to start right next to them.
ālane pushingā in many cases just wastes a lot of resources, unless like you want to start the fight in the choke itās self. Usually to get a shatter off.
So you can just save the sheild in many cases for the actual fight so you can eat something like a d.va bomb and still have barrier left over.
If you do so from a flank you basically doing such with only a split second of reaction time from the enemy.
Ya donāt charge from across the map, but like turn a corner into an enemy a few feet away from you and that fight is basically start 5v4 in your favor. And lot hard to punish you without the extra dps / support.
Tanksā kits are either mobility, CC or team defenses. All of which are multipurpose by definition.
Tanks are not supposed to do one or the other. You are supposed to multitask.
None of their tools are purely for the sake of damage, and the same can be said about several DPS too.
Iām like Goku though taking dmg and being baaten close to elim , then getting healed by senzu bean from krillin makes my Saiyan power grow faster.
Rien⦠ranged shield piercing projectiles that clip half of most heroes HP. One shot mobility tool, Ult that can knock down the whole team which is mostly used to kill players. With a primary fire that can damage multiple targets at the same time.
D.va, giant team blasting ult. missiles that can be used ontop of her DM, which allows her to secure kills on already damaged heroes while not taking damage her self. damage comboās when flying into an enemy, meleeāing them, and immediately following with missiles or primary fire to secure a kill.
And do need to mention Hog, zarya, and winston.
Like if using defensive tools and not getting kill in the processes then your trading such for nothing in return. As jsut giving the enemy room and time to play around you, while not needing to invest their own resources.
The alternative is tanks do practically no damage, but can CC you into oblivion like in other MOBAs. Tanks in many other MOBAs are just an alternative version of Support.
As much as I hate the current tank, I hate CC more. The best solution is two split the power of tanks into two.
All you mentioned can be used offensively or defensively.
Again, all roles are supposed to multitask, and basically every ability every hero has can be put to multiple purposes. I have seen Tracers using rewind to otherwise lethal soak damage for their supports.
Damage on its own, too, is a multipurpose aspect of a heroā kit.
Dva bomb being the best example. You can get multi kills with it, or use it as a zone control tool. You can even use it defensively as a deterrent against hard engages like Grav combos.
Tanks arent supposed to be babysitters, but neither are they supposed to be kill seeking gloryhounds. The intent of the role, all roles, is to balance both extremes through situational awareness.
No itās not we had 6 years to prove why that is a bad idea.
on top of that 5v5 tanks are not at the power of 2 sperate tanks.
they are in fact just like generally buffed versions of what they already were.
One progresses the game, and one burns resources with no real benefit.
Everything you do needs to be engaged in the wincondition of the game. Killing a hero ultimately makes space for everyone else and starves the enemy of their ability to kill and sustain other players.
And lets ultimately capture the objective.
If you can do both at the same time great! if not your waisting resources.
Ask any Russian getting 1 shot by 100 dollar Ukranian dronesā¦oh you canāt, because they are dead.
Ah I see you met the DPS ult.
No, that is literally just dropping a regular nade, but the point is how invalid invoking definitions that donāt apply are.