So I’m a bit late on making this. Was busy with some IRL stuff.
But here’s how the devs can fix most the remaining issues with Tanks.
How to fix Tanks issues, including CounterSwaps:
TANK POPULARITY - Tierlisting Pickrates
To start. The goal of having all meta tier heroes be equal, isn’t achievable, or even that desirable.
That instead the devs should be focused on “Maximizing Fun” by “Tierlisting by Pickrate” for Tank heroes by this criteria:
Fun to play As
Fun to play With
Fair feeling to play Against
Which in my estimation would look roughly something like this, for GM1 players.
- Winston
- Reinhardt
- D.va
- Zarya
- Junker Queen
- Sigma
- Ramattra
- Doomfist
- Wrecking Ball
- Mauga
- Orisa
- Roadhog
TANK DURABILITY - Kinda sad I even need to write this
- A lot of these changes will affect Tank durability or survival in some way. To the extent that becomes a problem either lower Tank health, convert armor/shieldhealth to normal health, weaken defensive cooldowns, or increase the DPS passive.
TANK COUNTERS - Combine Armor Changes
- So a problem with the current patch is that it didn’t really do as much as seemed intended to address burst damage on Tanks. It just shifted the DPS to Cassidy, Hanzo, Pharah and Junkrat. Rather than doing a complicated rework of those heroes. Here’s an easy fix:
ARMOR
- For damage between 17 and 10, it’s -5 damage
- All damage at 5 or below is reduced by 50%
- All other damage is reduced by 30%
Comments: This basically does the effect of both armor math’s combined. And mostly just brings some of the higher performers against Tanks back in line with other DPS versus Tanks.
TANK COUNTERSWAPS - Ult Charge Retention
- So one easy fix to deal with Tank CounterSwapping, is to just remove it entirely from Comp.
But a more targeted way to do it, would be making the Ult charge retention 30% for Diamond Comp players, and 0% for GM1 and above. (I’m sure SVB would have a lot to say about this)
TANK POPULARITY - Buff Reinhardt
For many people, Tanking is Reinhardt
So if you want more Tank players, then make Rein more Fun is a big part of that.
The previous armor changes might be enough, but otherwise I’d suggest something like
- A. 5% faster base movement speed
- B. 200 more shieldhealth
- C. +100 armor
- D. +10 damage on FireStrike
- E. Landing a FireStrike gives an “Empowered Hammer Swing”
TANK POPULARITY - Buff Winston
A lot of high ELO players, especially in Asia, generally feel like there’s something wrong with the game if Winston isn’t meta.
To the extent that he’s not already where he needs to be with the armor changes
Probably just something simple like +100 armor, or -1 sec on Leap.
TANK POPULARITY - Nerf Hog / Mauga / Orisa versus other Tanks
- Generally, by just increase the number of bullets they have by say 2x, but decrease the damage in half. This should make it so that these heroes aren’t that good against armor
TANK COUNTERSWAPPING - “Choose your Meta” system
Now, this is what I meant by “Permanently fixing the CounterSwap issue”
So as the devs covered before in an AMA, the frequency of Tank CounterSwapping is an issue.
It’s a voting system that allows Tank players to choose their preferred meta.
“Choose your Meta” system
https://imgur.com/a/mTMFMTm
- Simple to code
- Easy to understand
- Quick to use
- Positioned so that it will actually get used with some frequency
- Never forces a Tank player off of a hero they wanted to play
- Gives players 3 different metas, regardless of what the balance is like.
Comments: This should be huge in making it so Tank players actually get to play the heroes and playstyles that gets them excited about playing Tanks. Maybe not all the time, but often enough to keep things interesting.
TANK POPULARITY - “Hack and Hinder”
Just make it so that neither of the abilities can cancel Tank mobility abilities that are already cast and active. Such as Reinhardt Charge, Doomfist Seismic Slam, Hammond PileDrive etc
This brings back that big dopamine hit that these Tank players are going for the big risk vs reward play. But it sucks that it’s so easily removed.
TANK POPULARITY - “Suzu”
Samito actually makes a really good point, that one of the more upsetting aspects of Suzu to Doom/Ball/Rein/etc players, isn’t even the invulnerability. It’s the intangibility. Specifically, the knockback immunity. I would like to suggest removing knockback immunity from Suzu.
TANK POPULARITY - “AntiNade”
Yes, I’d like the devs to do something about it, but they won’t so whatever.
But if they did, the most direct fix, would be reducing the duration on Tanks by Half.
TANK POPULARITY - “Roadhog”
While just hard nerfing Roadhog might be the solution in the short term.
Longer term the solution is move Roadhog from very Narrow Counterplay, to Broad Counterplay.
Specifically, make it so that he has some direct way of dealing with AntiNade, like a Cleanse on Breather. But then drop him down to like 600hp, or maybe even 500hp
That way the counterplay is “Shoot big guy with gun”.
As opposed to this silly Hog + Antinade + Suzu silliness.
That causes a lot of frustration for all parties involved.
TANK POPULARITY - “Hanzo” - Optional
Regardless of how they change Tanks, he’s still gonna have a crap ton of AntiTank damage, with Arrow+StormArrow.
But they could trade away the AntiTank in return for having oneshots back. But remove the most frustrating oneshots at longer ranges. (But still breakpointed to take out a Widow)
Something like this:
HANZO
StormBow (Primary Fire)
- Damage increased to 125, up from 120 damage
- Headshot damage reduced from 2x to 1.5x at beyond 40 range
StormArrows
- 3x storm arrows, or just lower damage per arrow.
- If possible, give it reverse falloff on headshot damage, where it deals less damage at close range, and more damage at longer ranges. It’s a magic dragon arrow, so it can follow unusual rules.
- Alternatively, make the arrows non-stacking burn damage
Filler
- If needed:
- Either buff the Lunge range, cooldown, or let Hanzo maintain arrow charge while climbing
Comments: Which should make it so that Hanzo players get their midrange oneshots back. But he’s less of a menace to Tanks.
Which is pretty similar to what Arrge asked for.
TANK POPULARITY - 2nd Stage of Regen, and HealthPacks
One more thing that could help a lot with Tank popularity, is to give them more autonomy. Here’s one way they could do that without interfering with mid-combat healing.
Tanks - 1st Stage of Regen
- Currently, after 5 sec out of combat:
- Tanks recover 10 Health + 5% of their maximum HP per second
I’d like to suggest this:
Tanks - 2nd Stage of Regen
- After 9 sec out of combat:
- Tanks recover 10 Health + 15% of their maximum HP per second
Basically it’s Paladins regen.