General Intro
Okay, so Jeff is thinking about implementing 1-3-2. While there are enough issues with this that I have added a bonus rant at the end, I am mostly interested in presenting actual ideas for making solo-tanking palatable.
A few tanks are already very close to being able to do this while still being fun, but a few are in need of major adjustments/rework.
Jeff has already toyed with the idea of moving RoadHog to dps, but I plan to come up with the best solution possible to keep that from happening.
Please keep five thoughts in mind as I present these ideas.
- As a lone tank with reduced shields, your job will rarely be simply providing shielding for your team.
- Your job is to create space and initiate team fights.
- If you do not have solid ability to survive during a team fight, either through mobility (like Winston) or endurance/sustain (Zarya bubble or Hog breather), you are dead in the water.
- If you do not have sufficient ability to outplay/deal with CC (Rein or Orisa shield/fortify), you are dead in the water.
- As the lone tank, there will always be extra focus, damage, and CC on you. Currently I count 8/16 DPS characters having CC.
Tank Specific Adjustments
Reinhardt
As the king of creating space and initiating team fights by moving forward, Rein only needs small adjustments to have more endurance and to be more threatening/intimidating.
- 50 red health changed to armor
- Firestrike cooldown reduced from 6 to 5
With less opportunity to build shatter off of other tanks, his firestrike cooldown needs to be adjusted to compensate.
- Barrier Field added effect – alternatively, new passive: Unbreakable Will – 15% speed bonus while on cooldown (when broken)
This change has two-fold effects; one, it gives Rein more ability to either push forward/continue the engagement or back off/disengage, two, it gives enemies another dynamic interaction/decision when attacking Rein.
Winston
Winston has arguably the best ability to engage/start a team fight, while also having solid ability to outplay CC/absorb damage with his bubble. However, his presence is rarely threatening and he feels particularly flimsy.
- 50 red health changed to armor
- Jump Pack cooldown reduced to 5 from 6
As other tanks have become more mobile, these small changes help Winston strategically engage/disengage more effectively and often. The buffed Tesla cannon range/aoe allows him to be much more threatening and maintains the same ratio and cone-like shape
- Barrier Projector added effects – alternatively, New Passive: Integrated Systems: Must be within 5 meters of the barrier (it must also not be broken)…
- Tesla Cannon:
- damage increased from 60 to 65.
- Max range increased from 8 to 10 meters
- AOE increased from 6 to 7.5 meter width
- Tesla Cannon:
This change allows Winstons bubble to have another layer of strategy and added presence on the battlefield, making him more of a high priority/threat.
Wrecking Ball
While Hammy already has done well as a solo tank before, his susceptibility to DPS CC compounds with three of them guaranteed on the enemy team. Mei, Sym, and Sombra in particular will have an easy time completely shutting him down because he has no real shield to keep from being affected by them.
- Adaptive Shield Adjustments/Rework:
- Increased Temporary shield from 100 to 200, and bonus shield per enemy within radius reduced to 50 from 100
- Cooldown reduced to 12 from 15 seconds
- Duration reduced to 5 from 7 seconds
- Additional effects when in use (not destroyed):
- Full CC resistance (like Orisa)
- Full hack resistance (like a shield)
- Grappling Claw: Damage increased from 50 to 70 (when powered-up)
- Pile Driver: Damage increased from 20-100 to 50-100
- Quad Cannons: Rate of Fire increased from 25 to 30 per second.
This ability rework adds a lot of layers/dynamics. There is a small up-time increase via cooldown reduction. While the base layer of shield increased, full potential shield decreased from 700 to 500. With the added effects, Hammonds will have to decide when to deploy the ability - ie preemptively to block CC, or re-actively to have greater sustain in a fight. This still leaves plenty of outplay potential on both sides by bursting his shields down before stunning, etc. It also keeps with/adds to the theme of his shield being adaptive to every situation, rather than just the number of enemies he is around.
Orisa
She is very close to being a viable solo tank, but she is missing a small amount of mobility that will allow her to engage/disengage more effectively .
- Fortify: damage reduction decreased from 40 to 35% and movement speed increased by 10%
- Protective Barrier: Cooldown reduced from 10 to 8 seconds
Sigma
He is also very close to being a viable solo tank, but his vulnerability, both in health and beam-based CC, hurt his play-ability a lot.
- Shield HP (not experimental barrier) increased from 100 to 200 for a total of 500 Health.
- Experimental Barrier cooldown decreased from 1 to 0 when recalled (reverting original change)
- Kinetic Grasp movement speed increased by 20%
These changes allow Sig to more effectively solo tank. The grasp speed increase in particular, allows him to absorb more damage effectively by moving into previously out of reach fields of damage. It also allows him to take more space or disengage more effectively. Reverting the barrier cooldown allows him to rapidly redeploy, which is very important when dealing with beam-based CC.
Zarya
Zarya typically has no ability to main-tank, but these adjustments can potentially make her viable as one.
- Health increased from 200 to 300 (for a total of 500)
- Particle Barrier (personal)
- Health decreased from 200 to 150
- Duration increased from 2 to 4 seconds
- New Effect: When Particle Barrier is active and unbroken, speed bonus of 10%
- Projected Barrier (friendly)
- Health decreased from 200 to 150
- Duration increased from 2 to 4 seconds
- Ammo increased from 1 to 2 charges (think junkrat mine changes)
- No speed bonus
- Cannot be used on the same target for 4 seconds after duration or break
These changes allow Zarya to take more space via her personal speed bonus, second charge of friendly bubble, and increased bubble duration. The decreased bubble health is offset by the second charge, allowing her to gain a total of 90% charge if all three are fully broken, increased from 80% charge when just two were broken. The general increased health allows her to be more durable as a main tank needs to be.
D.Va
She is a tough case. Her new mobility allows her to rapidly reposition, initiate team fights, disengage, etc. However, without a second tank/shield, she has very little ability to outplay beam-based CC and Sombra in particular.
- New Passive Ability: Energy Banks
- When DM resource meter has been full for 2 or more seconds…
- Immune to speed reductions and hacks
- When DM resource meter has been full for 2 or more seconds…
Honestly, I’m not sure this is the best solution, but I think I’m on the right path. If she is a solo tank without some form of full CC resistance, Mei, Sym, and especially Sombra will make her unplayable.
RoadHog
He is also a tough case, and Jeff has even toyed with the idea of making him a DPS character. Same as DVA, but more severe due to no DM, having no CC resistance makes him unplayable.
- 50 red HP changed to armor
- Take a breather adjustments
- Cast time increased from 0.5 to 2 seconds
- Speed increased by 10%
- Also heals nearby allies for a total of 50 HP (think Bap’s regenerative burst)
- Full CC immunity while casting
I’m not confident in these adjustments either.
Closing Thoughts
I do not think this is the right idea, but there certainly are ways to make it more enjoyable for the lone tank if it comes to pass.
Even after her nerfs to freeze, in a 1-3-2 situation, Mei’s Ice Wall becomes arguably one of the best abilities in the game. It can make more space than many tanks, cut heros off, and essentially let her play as a psuedo-off tank (which has been done in the past). As the only psuedo-off tank that I can think of, she will be a must pick on every team, every game. This concerns me greatly.
Please let me know what you think.
Bonus Rant
DPS players can get bent. I bet that even with 3 on each team, your que time only halves from like 10 to 5, but my tank que goes from 30 seconds to 5 minutes as well. I get it – there are far too many dps characters for 33% of the team comp, but the difference in que times is disproportionate even so.
Seriously you guys are trash /s (kinda)