Why does everyone assume some tanks players just want to sit still in the middle of road forever holding a shield.
Yes I play tanks and know they re no longer the same as before and are most like to become squishier than before for Overwatch 2. As a result of changing tanks the number of people willing to play tanks have dropped even further causing Blizzard to roll out Priority Passes to artificially bolster the tank player number. Now they plan to remove 1 tank per team entirely.
What part of the recent changes sounds like the experience of playing tanks have improved.
Thatâs fair and thereâs reason it feels this way. Tanks have always been super good characters that were really powerful. However, itâs also the most difficult role to play correctly, which is why they may not always feel that way.
Since they were so strong though, most nerfs to the characters in the role have been warranted. Nerfs make characters inherently more difficult to play, and Tanks as a whole were already hard to grasp.
Going forward, if we only have 1 tank per team, that drastically lowers the influence they have on the game as a role while also opening up many more oppurtunities to buff the individual characters. Like, if Rein and Zarya together are overwhelming, splitting them up will fix that. If they then suck by themselves, they can be buffed as needed, and even in interesting ways too.
This is why Iâm excited for 5v5, it reduces the influence tanks have on Overwatch without reducing each characterâs power level, and furthermore allows their power levels to be increased.
It will depend on how they change tanks for 5v5. For me tank survivability is key. I will have to wait and hope they do increase tanks power level since there will only be 1 tank.
Because that is what a lot of players want to do when they constantly make threads saying âI want to tank, not dpsâ. They want to sit in the road forever holding shield until they hit the Q button.
Maybe not everyone means that but lets be real or not disingenuous, its what most imply. Itâs not like the shields at the moment arenât adequate enough to do the tanking they need to do, allow their team mates to move or take their shots before it goes down, but anytime the enemy makes the effort to break it, it is suddenly ânot enough shieldsâ.
Youâre more mobile, you can lead and you deal damage, you make an impact and not solely rely on your team mates to do something while you shield. Those are significant improvements.
Some tanks still need their team mates and some tanks like Reinhardt need to have a constant supply of healing to function. If they make Reinhardt more self reliant than I would be more than happy.
Sorry shield popping really fast then back to spawn room experience for peeking is not my idea of a good tank experience.
If you are happy playing tanks as they are now then I am happy for you but its not for me when I used to play tanks all the time before.
I donât think they are aiming for durability based on what weâve seen so far. I think the idea is to make the tanks move in to strike faster and harder.
Rein has a much better charge and more firepower, but with less bulk. Given Rein is the baseline for other tanks, what they do with him is how we should expect they will treat the other tanks.
What that means for each individual tank though is the fun part. Theyâre gonna have to be creative if they want all of them to be forward focused like that!
I would prefer Tanks be more tactical than just artillery: their utility and ability to punish enemy plays would be their appeal. Of course, every Tank would be different to encompass different playstyles, but not in the way that it encroaches being a second Damage Role.
As for duels, letâs go with a hypothetical situation: two Soldier:76 of equal skill duel each other, rather than a single Helix Rocket and three-four taps to the body being the deciding factor, it would be a Helix Rocket and five-six taps to the body. Pretty much, lowering ability damage by a small amount, while also allowing for duels to be more decided by gunplay and tactics, rather than who fired/landed their ability first.
Right now, it feels like players just go down too fast, and Tanks should be able to last just a few seconds longer than they are right nowâŚ
If your tank dies, you lose the team fight. Theyâre gonna feel like literal mini bosses. Once taken down, the rest of the team will surely crumble. I donât feel like thatâs a great way to play the game, but I think it will be a case of âtank diffâ in most games, and taking the enemy tank down will be like taking the king in chess at this point.
Itâs true that the current tank play can be that way but I always found it always usually was that way, but itâs often that way in head to head defense chokes with 2 tanks and lot of dps backing them. But often it was Zarya protecting Reinhardt or another tank alternated shields if we didnât just dive (which didnât really change much since and Winstonâs shields buffed and D.va is high tier meta). Not a lot of people liked the double shielding thing even a year ago, which I would argue was much more a thing in the last year than at the start of the game.
Regarding the thread topic though, I donât know if weâll even play that way at all for OW2. They are removing 2CP and maps probably might have more flank routes. I think the game is pushing to more of a DPS FPS game and not much of the team huddled together MOBA thing anymore. Plus with only 1 tank, both supports will be on you much easier and itâs easier to get passed enemy defenses to fight them.
So, I think our community arenât going to feel the same thing anymore, weâre applying assumptions of how itâll play out as if it were the current state minus a tank. We arenât considering the passives, the balance changes, the reworks, the new heroes, the new map designs, the removed and new game modes. Itâs hard to say if the 5v5 game will just be the same + dps tank considering all those things.
I think it depends how far they push the tank role to be another âpseudo-dpsâ then it might not make much of a difference losing a shield. Tanks donât feed as much ultimate charges anymore because of the passive. Supports have a self-regeneration passive. DPS can outrun other roles. If we lose a tank, would they still be able to blow through the rest of the team?