In a heavy, med, light
Armour / sheilds/ health bonus
System. With certain attackers or abilities better vs certain heroes than others.
Making a balanced comp more important than a goats meta.
For an eg.
Reaper does massive heavy damage , and moderate to low vs meds and lights.
Tracer does damage to lights > med> heavy.
Making each hero have purpose and roles to fill.
In this 2 light tracer flankers aren’t enough to sustain vs tanks
Tanks would do even damage across the board default with maybe 1 specialist counter
Eg rein winston good vs lights. ECT ect.
Healers moderate damage also.
In having this.
Comps would fluctuate to compensate for weaknesses and counters to the enemy
Eg swapping to anti armor damage vs a rein or Dva
instead of just having goats dps
I really don’t think this is a good idea. It would just end up being too complicated and result in a headache. There is no way for anybody to remember the different types for each hero
You can simply have icons next to each hero to indicate health pool or class type
In fairness I had kinda thought of something like this as a creative way to provide counters to shields outside of “big damage”.
Basically taking from borderlands and giving some attacks an elemental type. You would have the three types of health like we do now with normal health, shields and armor and to match them you’d have some attacks have the shock element (which would have a bonus against both barriers and shield health) and corrosive (which would have a bonus against armor and maybe constructs like turrets?). They could even do one more in a similar vein and have fire/flame attacks that did bonus damage to normal health but I feel like that’s unnecessary.
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We need tactics and strategy not just goats dps.
I tried watching owl and it was so boring.
Just hanzo widow snipers and the tanks just milling around