How I'd rebalance every Tank for 6V6

Tanks can be CONSIDERABLY weaker in 6V6 and still be more fun than in 5V5, because in 5V5, you are the sole recipient of every ‘no fun allowed’ ability.

At least in 6V6, you can SUFFER, AS I HAVE; :heart:WITH FRIENDS!:heart:

Also, I was planning on nerfing all Tanks to their OW1 healthpools, but because of the Season 9 changes, I’m just going to have to freestyle it a little.

This post has been 3 full days in the making, please enjoy.

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I would remove tank and support as roles, remove non-cd healing, and have the game boot up the latest Call of Duty for players to play instead.

Those don’t go nearly far enough

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Can you explain what the problems are for each hero? I assume you had plenty of time to evaluate all of them in the 6 minutes since the post was made.

It doesn’t take much time to recognize that the HP/Armor values are still way too high for 2 tanks, that nothing whstsoever has been done to account for double shields, and that granting even more offense is insane, the Sigma changes are absurd, almost comical.

And that is just from browsing for 30 seconds. It’s not worth a comprehensive analysis because you are just engaged in dev cosplaying, and there is nothing of any import that would result from this thread making devoting any real energy nothing but a waste of time and energy.

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No thanks. If this is what it would take to make 6v6 work then I don’t want 6v6. I’d rather stay 5v5 than nerf this hard.

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HP and Armour values should only be barely above OW1 levels, which should be fine considering the Season 9 patch gave EVERYONE a health boost.

Orisa doesn’t have a shield at all, and I nerfed her defensive cooldowns, I also took away Sigma’s shield, so good luck playing Double-Shield with Reinhardt, Ramattra and Winston.

Admittedly I just had fun with Sigma, but turning absorbed damage into offence is already done by Doomfist and Zarya, plus a light drag to replace his shield isn’t nearly as game-breaking as you make it out to be. I just thought that leaning more into his gravity powers would make for a more interesting playstyle.

Oooh let me try…
All role passives removed, DPS passive is given to every hero but is reduced to 10% (can stack to 20%) I’m keeping this because I don’t want to nerf healing. I’m also keeping the self healing passive

Dva: max hp reduced to 550 DM duration reduced to 2 seconds

Doomfist: max hp reduced to 400, block damage reduction reduced to 50%, overhealth gain reduced to 30 - To a max of 100.

Sigma: max hp reduced to 400, kinetic grasp no longer grants overhealth.

Ball: max hp reduced to 450, shield can no longer be shared with teammates adaptive shield gain reduced to 100 per enemy.

Junkerqueen: max health reduced to 375, shout no longer grants overhealth to allies, overhealth gain reduced to 125, cooldown reduced to 8 seconds, passive bleed healing reverted to 2x bleed damage done.

Mauga: no longer has armour, max hp reduced to 500, overdrive no longer effects teammates damage reduction reduced to 30% lifesteal reduced to 30% ignition threshold for the incendiary chaingun, changed to be 25% of the targets max hp.

Rein: shield hp reduced to 1200, no longer has two fire strikes, max hp reduced to 550.

Winston: max hp reduced to 500.

Orisa: max hp reduced to 400, fortify no longer grants overhealth or makes her immune to headshots and damage reduction is reduced to 30%

Zarya: max hp reduced to 400, has one bubble for herself and one for a teammate.

Rammatra: max hp in omnic form reduced to 375, armour gain from nemesis form reduced to 125

Hog: max hp reduced to 600, TAB healing reduced to 300 damage reduction removed, resource regen rate decreased by 20%, can no longer use hook or TAB while ulting.

I will just mention some support changes as well, brig: inspire no longer follows brig it’s radius will be reduced to 6m.

Bap: regen burst no longer heals for more below 50% hp and is reduced to a 100hp burst, immortality is no longer an aoe deployable but is instead single target with 3 charges, it will no longer prevent death but will instead negate one instance of damage before breaking and the effect will last 3 seconds (think of it like a bubble with only 1hp it can stop any amount of damage but breaks instantly)

I mention these two supports because these are the supports that ruined 6v6 in the first place by enabling goats and double shield.

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Any plan half worth it’s salt creates a substantive plan to deal with problematic things before they arise. Any change to 6v6 needs a better plan for capping total shields than “But I changed this hero”, it literally removes the ability to make shields part of the development cycle for the rest of the game.

Furthermore

Dva had 100 health and 400 Armor
Rein had 200 health and 200 Armor
Hog had 600 health and no armor
Winston had 400 health and 100 Armor
Zarya had 200 health and 200 shield

Your values aren’t “close” they’re miles off with the sole exception of Roadhog, even accounting for the S9 adjustments.

It does however, take into account all other heroes having health increased too…

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I can guarantee you all I have that Reinhardt has NEVER had 400 health. It was 500 minimum, with 550 and I think 525 here and there.

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I’m gonna have to give this a huge no, personally. I have actually long been of the opinion that the absolute worst part of this game is boops and displacement abilities, and the last thing I think a hero deserves is a trivial way to suck people off high ground. That’s not only extremely powerful (even if it replaces his shield), but it’s super annoying.

I think positioning is such a critical component of a game like this, and when they keep introducing mechanics that allow heroes to trivially displace you it makes it feel like you arent rewarded for it because it’s so trivial to counter.

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That’s a fair point, but isn’t it a Tank’s job to make space, preferably by taking it from enemies? Yoinking a cocky sniper from off a balcony would do wonders.

Think of it like a reverse Boop, where Sigma can drag a group of people towards himself, like how Lucio can push them away.

Though I suppose having an effective team wide hook would be annoying enough to not implement.

I’m glad you at least were open to giving suggestions.

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This was changed early on in ow to be 300 health and 300 armour and later 400 health and 200 armour (or 350hp and 250 armour, can’t remember exactly)

No he didn’t… Ever he has never had less than 500hp.

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I agree it’s the job of the tank to create space, but it also can’t be trivial to do. The only tanks with strong displacement off high ground either need to engage directly (e.g. doomfist who needs to use his mobility to get to you and punch you from behind, ball needs to work his way up to you and have momentum to knock you), or have a very limited displacement that acts on a single target (roadhog landing a hook, JQ landing knife, arguably orisa spear)

I think being able to pull someone off high ground in a cone shaped area with ease is far too powerful and should never be a thing.

and FWIW, I absolutely abhor boops like Lucio’s. Painting it in light as a reverse Lucio boop only makes me hate the idea more :slight_smile: - Lucio at least has to work his way up to you.

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Alright, what about a super narrow pull? In the Mirrorwatch game mode, Reinhardt’s Earthshatter became an insta-kill in a very thin line. Something like that would be much better, right?

Aside from my butchering of Sigma, how is everything else?

To be completely honest, I would simply prefer “no more displacements” so I have a bit of a bias - even if you can make it fair or reasonable I’ll still dislike it in concept :slight_smile:

Sigma was the one that stood out the most too me so I wanted to comment just on the major design change. That said, I’ll be the first to say that I’m not a game designer nor am I a professional OW player, so truthfully I really don’t know how balanced your ideas would be. There’s often a huge difference between whats on paper vs what actually happens in game. Even little things like buffing soldier from 19->20 damage can be the difference between mediocre and hard meta :wink:

I’m a very pro 6v6 advocate so at the end of the day I’d be willing to try out pretty much any changes that involves bringing the tank power level closer to that of DPS/support.

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Except a 20% boost across the board is what it takes for s9 compliance, which is well below the values in the OP

Tanks got like +75-100 health in Season 9. That’s well within the limits I’d say.

I don’t know how to link it exactly, but if you scroll all the way down past the first set of changes and you see D.Va’s icon the second time, scroll just a little bit back up and you’ll see this. V

Hero combined HP (base health/armor/shields) increased by 15-25%.

  • 150-175 HP heroes increased by 25 HP.
  • 200-300 HP heroes increased by 50 HP.
  • 300+ HP (Tanks) increased by 75-100 HP.
  • Each hero’s precise health increases are listed in their patch notes below.

Except you’re wrong. I was using early stats (aDva without shields is early), but the stats existed. At the time he also had a 2khp shield.