Especially when the DPS balance is āDPS Y is dominating, and DPS X has not been played in a while, we need to buff X to reach Y levelā, while Tank balance is āTank Y is dominating, and Tank X has not been played in a while, we need to nerf Y to open space for X to come backā
Also there is the issue that turning tanks into brawlers while still allowing your playerbase to think tank role is āsupposed to protect meā is very counterintuitive, and lead to a lot of player frustration. People right now hate Hog and Ball because, despite being great brawlers and frontliners, they donāt protect the team directly like the other tanks.
GOATS never exist anywhere but the top tier level so that is no excuse
As for Double Shield people donāt coordinated so it has never been that hard to break it in fact & get kills
Shields were never an issue & never have been an big issue the issue is with bad dps who think they have a god given right to kill me as a tank without an hassle or to delete supports
If tanks do not protect, what is the point of them? You can shoot enemy from comfortable distance, instead of going close and personal, like brawlers do.
You had your chance as DPS main to play fair you then picked 4 & 5 dps leaving meas the only tank main, then i got abused & called a thrower because i donāt want to play Rein to shield you.
But wait you chose 4/5 DPS chose who you wanted to play but then think you have the right to tell me to who to pick. How does that work?
2-2-2 is just fine like i said DPS are the issue they dont get kills
I think youāre missing the forest for the trees here. If people are picking 4-5 DPS in a match on a routine basis, then 2-2-2 is objectively not āfineā.
Queue times are horrid because the game isnāt balanced around what or how people want to play. Thatās all there is to it.
The way I see the tank role (which Iāve been complained that should had been called Brawlers from the start) is that their role in the team is to 1) Hold your grounds and prevent enemy invading your space; and 2) have the tools that allow you to invade enemy space.
IMO, Roadhog is a tank because even without shields, he have a lot of HP and means of self-healing, while scaring people to stay away from him out of sheer intimidation from his high damage shotgun, which allow him to peek into the enemy team and survive to tell the tale. At the same time, he scares people from getting too close because of how disruptive to a team formation his hook is on the poke phase. You hook anyone from the enemy team, you have a high chance to get first blood. So the enemy team either keep distance beyond his hook range, or ensure their tank get hooked and then start the actual team fight.
Every tank have means to do both things: Ensure their own survivability and invade enemy space somewhat safely. Someone like Mei, have high survivability and can hold her ground, but lack the tools to properly W into the enemy team. Someone like Bastion is great to scare away the enemy formation because of how fast it melt tanks, but lack the tools to survive in the fray, and need to play at mid-long distance instead of holding the point.
I can work with brawly tanks. I usually incentive the Reinhardt in my team to use more hammer and less shield. Iām just saying that the community donāt agree with me on that front, and that my personal power fantasy on the tank role is becoming the big bear parent that donāt allow anyone to touch their children or else.
Double Shield was never a problem before role queue, because the easiest way to deal with multiple shields on ladder was to add more cowbell DPS. Even stacking the old 2k Rein + 1800 Orisa shields could hardly last long enough if you had 3-4 DPS shooting at them at the same time.
Once you start hardlocking only 2 DPS per team, stacking two shields became much harder to overpower. Sigma didnāt helped with his ability to recall and reposition his shield pretty much at will at the same time role queue was imeplemented. Thatās why double shields āsuddenlyā became a problem.
Course it is cause those same people are the ones shouting at every one else to switch & then blaming tanks & supports so no iāmnot missing the point you had you chance to play nice didnāt now you live with the problems you cause with you toxic behaviour
Blizzard created this problem by adding 222 to the game
this problem did not exist prior to the introduction of 222
Blizzard knew there would be a bottleneck - they even pu in bribes to try to ameliorate that problem
Despite knowing of the bottleneck 222 would create, Blizzard added 222 to the gameā¦and of course, a bottleneck ensued, and wait times for dps became (and remain) excessive
soā¦Blizzard created the problemā¦not the playerbase
The whole game (run speed, gravity, maps, modes) feels like it was built around Reinhardt.
Iām not even sure OW2 will fix things. The idea of allllll DPS heroes running faster doesnāt sound fun for supports. And nor does it sound fun for tanks.
Slower targets are easier to hit; thereāll be less shields to protect the team; Widow will still one-shot (only easier); the game will be a nightmare for Tank/Support.
So the ONLY solution I can see, which has kinda been obvious from the start (maybe), is to make every single hero a DPS character with āsomeā hybrid flavour (maybe 30% max) where appropriate.
Maybe OW2 is going to be mainly PvE, so none of this matters. XD
as the former US president might have said, āYOOGE!!ā
a for profit company tries - or should be trying - to produce a product the customer wants.
True of this game, true of smoked jalapeno oyster vinegar, true of cheeseburgers in paradise, and etc etc etc
what the customers demonstratably want in this case is to play a team game where the vast majority of the customers want to play a dps character.
This in turns means that the teams must be composed of mostly dps characters, in order to satisfy the want of the paying customer
Blizzard chose to not meet the customer need, but instead put in 222, which they knew would create the bottleneck that it has created and is still creating as we speak
This is most certainly not okā¦or to use your chosen wordā¦not fine
I believe that the mix is roughly 75% dps, 15% support, and 10% tankā¦but thats just my guess
In any case, I think it is fair to say that you and I agree that the vast majority of the players do prefer to play dps characters
that being the case, Blizzard (the seller) knowingly chose to add 222 to the game. In 222, this vast majority of players would be funneled into 2 match slots while the two minority groups would get two slots each
I emphasize āknowlinglyā here.
Blizzard knowingly created this bottleneck for dps characters, who are by far the majority of their playerbase and customerbase
In doing so, Blizzard created this problemā¦not the dps players