This probably a pretty basic/fundamental question about high ground, but it’s something I’ve always wondered and never thought to ask, but here is something that happened in a game last night that reminded me, so picture this:
My team is defending the first point on blizz world. As the tank I’m up top left defending (would be top right if you’re pushing in as an attacker) with one DPS and a support, while the other dps/support are down below just kind of doing their thing.
So the match starts, and the enemy team pushes in, and they just sort of walk right by us? We’re up top shooting down at them, but they just walk to the left of the statue and slowly push to the point…
So my question is if I’m the tank, at what point do I jump down to try and halt their advance, or would that even be the right move? Because this seems to happen in a lot of my games where I have it in my head to take high ground because of the advantages it provides, but then when I do, I watch as the enemy team just rolls right by us and I’m left wondering “wait why am I even up here?”
I guess in essense my question is, am I supposed to check and see if the enemy team is focused on fighting us, and if they arent and are just pushing, do I immediately try to jump down and halt their advance? Or if I’m the tank, should I not be as focused on high ground to begin with?
Personally, as a Tank having the high ground not as important.
A tanks job is to make/hold space, however in most points and maps, the area you need to hold is often in a different space then where the high ground is.
Like on blizzard world, they were able to walk around and advoid you as that spot didnt allow you to hold the ground needed to prevent that from happening.
typically I only high ground as tank on a few certain points/maps.
This is also a team game, so while you might not be on the high ground, your DPS might be.
So in blizzard world map, the tank holding space on low ground while the DPS on high is often a good stratagy.
Hope that helps, im bad with explantions
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Okay thanks, this is basically what I always did as not holding the choke as a tank felt silly, but lately there’s been an uptick in players who get upset with me for “being out of position” if I’m not taking advantage of high ground
But now that you explained it that way, it’s pretty self explanatory (at least when I’m tank) as to when I should/should not be on high ground. Especially if holding high ground means I’m not effectively patrolling the choke, than the high ground might be a waste of time.
It also depends on the tank, like a sigma can high ground better as he has range and can throw shield.
Where someone like rein or ram struggle at more as they excell when up close.
And some like doom and ball can ignore it almost completley.
Simply put dont worry to much about high ground, focus more on your own position in relation to your team and the enmey.
A tank breaking LOS from his supports is way worse then a tank that doesnt hold high ground.
Best of luck
The particular high ground you are talking about on Blizzardworld isn’t the best to hold. Once you see which way the enemy team is going, you should adjust your position. Ideally, your team should fall back to the high ground behind the point, as it’s a stronger defensive position.
That makes sense. Also, I’ve been playing this game long enough now that some map-specific set ups are something I should look into.
High ground is a good starting/default position, but yes, often times you will need to drop in order to contest a push - holding the space in front of the high ground typically means your team can take advantage of it behind you. Typically, fights will be dynamic, and “good positioning” will generally look different at different times throughout.
High ground is typically the default since worst case scenario, it’s a lot easier to go down than up.