True. I find it pretty easy to stay on top of tank Deathmatches. Sure, everyone is bulkier, but most DPS do damage faster and at range making kills/steals easier.
Also, I think it would be dumb if Deathmatch eventually just bans certain heroes. Crazy Reinhardts, evasive Lucios, that person practicing Junker Queen (half the forums tell JQ players to practice in DM and not QP), like 5 Genji clones chasing Kiriko-- the variety is nice.
I like to bring Kiriko in and even with her, it feels simple to pop in and duel heroes or finish off enemies while staying on top. The only problem I see in DM are players that love to feed hog /the Top player (same as Hero Gauntlet)
I feel like halving the health of the biggest and slowest short ranged heroes will nuke their experience. They’d be a free kill for me on any non-tank hero and like Mercy, they’d be running in with half a kit (Hog might feel alright with his heal/DR. Maybe test giving him DPS passive in DM instead of tank passive + reduced hp).
Which doesn’t sound good for those players, especially when
Personally, I’d love for Blizz to make balance adjustments for Deathmatch. The whole thing goes beyond being angry about tanks, though.
Mercy and other heroes can’t use certain team abilities, some heroes have kits that take full advantage of the map’s highground, role passives are kind of wild and the UI could probably highlight players who are closing in on the win to take some of the randomness out of it (highlight not wall-hack)
I want to see the devs experiment with these modes and maybe even give heroes alternative kits (Moira’s tested necro orb, scatter arrow, throwable barriers, Mercy’s valkyrie flight on shift etc) and numbers but it all comes down to how much time the devs want to invest in it compared to the rest of balance.