True but she’ll never be able to get close with 400HP and no way to gain health + they have another tank
That’s a good point. I just wanted to under level each Tank just in case, and to get more people on board since they’ll see massive Tank buffs and get a dopamine hit.
If adding a second tank to share the burden will make tanking more fun, then why stop at 2? Why not 3, or 4?
Or get this, why don’t we make everyone in the lobby equally responsible for absorbing “no fun allowed” abilities. Then no one has to be the “communal punching bag”?
If only we could just balance all characters around having equitable power budgets instead of making a designated OP hero/heroes to “take space”.
We have our designated damage heroes, designated healers, designated enablers, designated flankers, but the Tanks is where you draw the line?
Also 100-100-100 Comp, lets go!
The only functionally distinct roles I see in game are heroes that enable (supports) and heroes that engage (DPS). Tanks straddle the line between either as hybrids. Zarya is more of an enabler, while JQ is an engager. To me, OW has always been about enablers and engagers working together to create synergy.
To me, there is nothing distinct about a Rein walking forward projecting the threat of hammer with a lucio enabling him to do so, and an Ashe on highground enabled by a mercy projecting her threat from range. Both are enabler/engager synergy pairs that are taking map control.
That’s why OW’s 3 role system never made sense to me in double tank or single tank format. A designated OP hero to make space just creates fixations and psychological pressure that isn’t really necessary and forces weird balancing solutions. If you are getting CC’d a lot as Rein, the answer is just to pick a hero who isn’t susceptible to CC like Ashe. Not force Rein to not have counters.
This right here would fix Mystery Heroes ><. I just shake my head when they reduce headshot damage. To punish someone with good aim is a bad thing.
Ok, we can simplify everything to either being an enabler or an engager, but the way those characters enable and engage is very different and it’s very important to have the right combination of enabling and engaging abilities.
Plus characters can have multiple uses, right? Zarya for example can enable teammates with her bubbles, but then can also engage with her own bubbles and her charged up gun.
Reinhardt is a powerful melee presence who can tear people apart if they’re within his range, but he is mostly limited to melee attacks and can just be burned down whilst being ran away from. Ashe is also a high damaging hero, with range far exceeding anything Reinhardt could even dream about, but she’s much more fragile than a Tank and is susceptible to being dove, plus she often stays somewhere around the same place so enemies who flank or hide are generally safer from her sightline-wide kill zone. Reinhardt is also a massive wall that acts like temporary, mobile cover for the rest of his team and he can chase people around corners, since LoS is no obstacle to him.
There’s no real limit to what team comps can be made, but something like sextuple snipers isn’t going to be very good against 6 divers. 2-2-2 was optimal since it allowed a good balance of each role, with a good balance of enabler and engager hero types to synergise. Comps like GOATS also existed as predominantly 6 enablers, since those enabling abilities were so strong and they could enable in very specific ways. Mercy is an enabler for example, but she wasn’t part of GOATS because she didn’t enable in the correct way.
Engager/enabler is more of a spectrum then hard categories. Any hero that can project “threat” can engage, including most supports. All heroes lie along the spectrum, with most skewed towards engager, likely because people like to lead more than support in general.
What you are describing is archetype matchups, not roles. All heroes lie on a grid between the three main archetypes: brawl, poke and dive, just like they lie on a spectrum between engager/enabler. Ashe is frail and weak to dive because she is a poke hero, not because she is DPS. Torb is also a DPS but strong against dive because he is a brawler, which is also what Rein is. The difference between Rein and Torb in space-making capability comes down to Rein being strictly OP compared to Torb, because Rein is overstatted in either 5v5 or 6v6 formats.
2-2-2 had nothing to do with balancing for archetype disadvantages because all roles contain all 3 archetypes, so you can switch when you are being countered. If 6 snipers get countered by 6 divers, you can switch to 6 brawlers. It has more to do with the fact that tanks are defined by being OP, and therefor have to be limited or most non-tank heroes (excluding some supports, who are also OP) wouldn’t be pickable.
GOATS is made up of enabler/engager hybrids who layer enabling abilities with engaging abilities like pieces in a jigsaw puzzle. Mercy is a poke enabler who wasn’t used in GOATs because it was fundamentally a brawl comp and played to enable brawl-archetype synergies. It also used only “Tank” brawl engagers because tanks were OP compared to “DPS” brawl engagers.
By contrast, double shield was a poke comp and played to enable poke synergy. DPS heroes were forced because role queue was added after Sigma’s release, but in open queue, you would just run another poke tank like Roadhog because there is literally no reason to run DPS unless it was forced. Because tanks are strictly stronger heroes then DPS, which is my whole point.
In case you missed it, we already covered this. You’re right, the source I used got it wrong.