How did Paladins avoid the tank metas that plague OW?

Never had an issue with GOATS or double shield. Never had to force everyone into role queue. Never had to limit tanks to one per team, leaving the game dominated by fotm tanks.

And it’s not like tanks are useless either. Most of the time teams will run 1-2 tanks (the idea of off-tanking still exists in Paladins).

Does it just come down to OW dev’s inability to properly balance the game?

because paladin dont have the team balance of ow xd

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Mostly? The shop system I would say. You also cant swap so they cant really be compared. With the card system, you can also build your champoin from the start different.

Also, they also have huge tank problems. The last time I played, everyone who was not playing Aazan was throwing the game as tank, because he was unkillable with massive damage.

The grass is not greener on the other side.

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Probably being 5 players in a team from the start reduced the trend from early OW where players tried to steer each other into a 2-2-2 composition. And balance seemed to fought between either on an even spread, alone (like still viable on it’s own), or niche choice.

The issue Paladins had was support spam. They made supports rather powerful as Overwatch and rather than limiting to two per role they just introduced a massive must have perk in the form of Cauterize and eventually a universal anti-heal mechanic that increases in str perm as the match goes on.

Cauterize on 2-3 players applied 60% or 90% anti-heal. It was cheaper than the defensive perks to mitigate it by quite a lot. Paladins has its own issues. The anti-heal mechanic is why I will never touch Paladins again.

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Healing is strong in the early game, where the antiheal is not that strong. In the later stages you should rather work as another DPS than as a support. Healing will only bring you that far and in Paladins healing is nice, but they have all strong utility.

It is just a core mechanic I dislike where support just a glorified DPS instead of feeling like a truly supportive character. Healing is why OW feels fun to play because team fights can take place in incredibly stupid parts of the map. You can break through chokes or have long stalls. Not have matches dictated by who has better spawn advantage.

Nerfing healing is kind of on par with stun CC spam to me and why I really enjoy kiriko in Overwatch to finally have something deal with the stupidity that is bionade.

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They really are SUPPORTS than can heal. But mostly buffing, enabling or debuffing the enemy is their main point.

I didn’t play Paladins for very long but I agree with this. Paladins is more like a proper Moba / Shooter hybrid. OW has a lot of unique problems because it allows you to swap.

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They didn’t.

Tanks are opaf still.

Lack of swaps

In-game perk/shop system

Tank defenses are more CD based than regen based

Kills directly contribute to wins for some modes, so DPS with good kill power are intrinsically more valuable

Hmmm,it’s depends on the Dmg chars firepower.Pick the wrong chars can be a failure & Paladins can’t change chars during matches.Its bad if you chosen a bad dmg.

That’s why Paladins is so successful! I’m sure those 5 Paladins player agree with you.

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Who?

Um paladins definitely has had issues with tanks and supports. Maybe not the same exact problems that ow had but they did have to change many things over the years.

Its also a sub par game overall with like 10k players, its not really smart to say why cant ow be more like paladins.

Its a crappy game that hardly anyone plays and has balance and composition issues of its own

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Because in paladins you can hard counter most tank tools, with specific builds that can be applied to nearly every hero. With tools to limit healing, increase damage against barriers, and also paladins was always in a 5v5 state. So you couldn’t just stack two of each role. And make trade-offs for what and how your team is actually good at doing.

Were as overwatch 1 had a heavy emphasis on just making a perfect team build that just couldn’t be toppled in most situations.