Anyone that takes the time to look will find pretty immediately that the armor change results in armor tanks taking a LOT more damage from almost every source in the game, except, funnily enough, other tanks. See this resource for a breakdown: https://docs.google.com/spreadsheets/u/0/d/1ZpWx7n0Zr7ga67A8BX14mBlSybYl8h3Cw4ObUzGqrkA/htmlview#
But let’s dive into why this is so problematic.
Let’s compare armor to HP for a moment. Say you have a 600 HP tank, and a tank with 420 armor. At 30% reduction, these two tanks both will die after you’ve dealt 600 damage to them. So what’s the difference between 420 armor and 600 HP? There are two primary advantages that the 420 armor hero has over the 600 hp hero
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Armor generates less ultimate charge
In this instance, if you kill the 600 HP hero, you are getting ult charge for 600 points of damage. But with armor, you’re only getting ult charge for 420 points of damage, meaning you’re generating ult charge 30% slower. -
Armor is easier to heal.
As a support, if you’re trying to heal the 600 HP tank, you need to heal all 600 points. But for the 420 armor, even though they have to deal 600 points of damage, you only have to heal 420 points of damage. Meaning you’re healing about 40% faster than you would be for straight HP.
This is the primary reason that the old armor mattered. It meant tanks with a lot of armor were easier to heal back to full and were less ult-farmy than non-armor tanks.
Under the new system, you lose both of these benefits against the vast majority of non-tanks. This becomes particularly problematic when we start factoring in the DPS passive which was (for reasons I frankly can’t even begin to understand) buffed back to 20%.
Let me put it in context this way. Say there’s an ashe shooting an armored tank.
Against old armor, ashe would do 30% less damage, but against new armor, it’s just 5 less damage a bullet. Let me show you the calcs of how this plays out:
Old armor: Ashe does 80 DPS to the tank.
New armor: Ashe does 108 dps to the tank.
So in the old system, healers would only need to pump 80 healing per second to negate the damge, but now it’s bumped up to 108.
But wait, there’s more. Because of the 20% healing debuff, you’re only healing 80% on the tank the whole time. So let’s look at a seasonal breakdown. This is how much healing a support would need to do to keep up with Ashe’s damage against an armored target:
Season 8: 80 healing per second
Season 9: 100 healing per second
Season 9 Midseason: 135 healing per second
And that’s just to deal with the concentrated fire of one hero whose DPS is frankly on the low side. Let’s run these calcs with a Junkrat instead:
Season 8: 87.5
Season 9: 109
Season 9 Midseason: 150
This is why the armor changes are so problematic. They stack very heavily with the DPS passive, making it almost impossible to sustain tanks in combat. Armor tanks are balanced around the presence of this damage reduction that no longer exists, and now they are less able to play the game because their HP bars can’t be sustained nearly as effectively.
As a tank player, I think it’s a problem that tanks are so dang reliant on healing. But they are. And without a MUCH bigger rebalance to the game, nerfing incoming healing this hardcore is just making the role even more miserable.
This is why the armor changes are so bad.