No, they literally have nerfed power creep. In some cases too hard, aka Mei.
Dealing with power creep is a much broader issue than just trying to get people to play a particular role.
As for tanking, I’ll say this. As much as the CC sweeping nerfs have hurt Ana and McCree, they sure have made playing Ball better. And quite frankly, no tank likes getting CCed.
I don’t see how they can make tanking more palatable to the community. It seems to be the least desirable role, and no amount of changes will make it desirable. Unless they change every tank hero into raid boss mode, but that would change the entire game (ie. 1/3/2)
Make the least popular role more similar to the most popular role.
As to how to do it. My preferred method is increasing the kill potential on Rein/Orisa/Sigma. And the way to do it with the least side effects, is to just speed up the projectiles on those Tanks by about 20%.
More shooting stuff in an FPS directly translates to Fun.
Doesn’t increase the firepower dealt against Barriers. (Which would cause inflation for how durable they would need to be).
Near useless at close range. And I figure the counter to DoubleBarrier should be at close range. Whatever they design it to be. But it’s probably going to be Dive.
Show me an example of any FPS that has a hero like that.
The way I figure, they mostly don’t exist.
And that that concept of “sturdy but boring” is trying to shoehorn RPG logic into an FPS.
(With clearly pretty horrible results, so far for Overwatch.)
The way I see it, the additional Tank players would have to primarily come from former DPS players.
Any other approach isn’t going to have a big enough effect to matter.
While I agree, to an extent, that the tank role in an FPS feels awkward, I don’t know any other way to see it.
Blizzard used that nomenclature ‘tank, dmg, support’ which is a direct relation to RPG. We, as gamers, are used to tanks filling the role as protector.
Making tanks peform more like dps will relegate the damage role to a ‘just play whatever’.
I mean, there’s plenty of examples of “Heavies” in other FPS games. Which is analogous of our current offtanks.
And also of there’s less pressure on DPS to play meta, that’s not necessarily such a bad thing. However the higher the ELO goes, any advantage is going to matter.
But it might push the average ELO of Tank players up a bit. But tbh, there’s an extreme shortage of Tank players at higher ranks, so that’s not such a bad thing.
Tbh, without some extensive gimmick, the only way I see a variety of strong SingleBarrier choices, without DoubleBarrier being meta. Is if DoubleBarrier is weak at close range.
Since it’s near untouchable at medium/long ranges.
Also by having a difference in close range survival of offtanks and main tanks. It ensures the usage of offtanks, and makes DoubleOffTank less of a throw comp.
Got a lot more detail on what I had in mind, if you’re interested.
I mean Jeff Kaplan doesn’t really have a clue what’s going on so I wouldn’t really take what he says too seriously. I have yet to see him say something insightful or intelligent related to this game. Kind of the problem with choosing a lead dev with zero background in competitive fps games to make the calls and is the reason balance is in such an awful state currently.