Doomfist, Dva and/or ball aren’t tanks, they’re fat dps and shouldn’t be in the tank roster. They are just dps players bypassing the queue time and screwing over the rest of the team. Tanking sucks, THAT’S WHY I DON’T QUEUE FOR IT! SO WHY AM I TANKING WITH MEI OR BRIG!?
All tanks are just fat dps, not just the ones you mentioned. Something about they wouldnt work or be “fun” anymore if they curtail their damage potential in favot of more survivability to act more like a tank should be. Literally too impossible and tank players would go extinct if they had to play tanks.
Do you enjoy just standing there watching paint dry? And I mean for real, keep your jokes outta here
Well, Doomfist was a DPS before so that checks out…
But D.Va is a tank, and as much as I hate him, so is Ball.
I enjoy watching paint dry slightly less than watching fat dps characters in action.
Then you would enjoy fat walls less then fat dps
The actual fat dps are RoadHog and Mauga.
People playing tanks incorrectly doesn’t mean that the tank design or style doesn’t work.
Pure tanks can’t exist in PvP FPS. I mean, it works only in PvE where the AI mobs could take the unfun boring role who only attacks the bullet sponges mindlessly.
OW has weird things including those roles conflict with PvP, because the ultimate goal of the devs was PvE. Now PvE is gone, and it’d be better to change those things to fit well in PvP one by one. They wouldn’t change the name of the role tank easily, but they would fill more attack-oriented characters in the role.
I played the creator patch back in the day where tanks got like double health but did 50% less damage. Not gonna lie it was pretty painful, and this is coming from someone who solo tanked a world boss in WoW for 40 minutes by myself cause tanks don’t do much damage at the highest levels there.
Not to dismiss or diminish your experience, because I agree that it was painful.
That said, I think the overall issue is that most of the tanks were not designed in a way that would make it anything but excruciating.
I think of the triangle a lot.
Damage - mobility - health pool
If we were to accept that tanks doing DPS levels of damage is unhealthy, then we remove that option from consideration.
That leaves mobility and health pool.
Would less strongly damaging (mind you, not 50% less, necessarily) tanks be so excruciating, if they were much more mobile.
Take a hero like Roadhog and you find that by this design philosophy, he is abysmal.
A one shotting tank is absurd.
“Oh, but he’s super slow”, is the common retort.
What if you made the inverse of his design?
Faster, more actively engaging, but less damaging.
A less passive gameplay loop may be enough to make tank enjoyable even without having the same direct lethality as a DPS.
I think, if I were to design tanks from the angle of mobility + health pool, I would also weave some sort of utility into each kit (outside of simple mitigation like a shield or matrix), to make the gameplay loop a little more complex, and add more variety into how each tank is played.
That way tank provides a unique experience that caters a bit to the tactitian side, allowing the tanks to outthink players more with their actions, whether purely out of strategy or strategic and mechanics.
Anyway, back to the main point, which is that if you have relatively immobile tanks, half damage is going to be an exercise in futility.
A Rein pounding away fruitlessly is going to feel awful, because what else does his kit offer? Maybe a charge here and there, but if that doesn’t kill, then he’s screwed.
Sigma will only get enjoyment out of the rock.
Orisa will only get enjoyment out of the jav.
The only one that may still have fun is Wrecking Ball, and that because Wrecking ball has mobility, damage, and health.
Though, I will also say this much.
Tanks were less annoying in OW1, because they weren’t FAT DPS, they were comfortably plump DPS.
Yes, Roadhog still sucked as a design, but for the most part, tanks were way more killable, but you weren’t expected to frontline 24/7.
You had another tank.
The problen is not that they dps too much is that they tank too much for the dps they do or vice versa.perfectly unbalanced
When ball is successful he should be creating so many opportunities/so much space that the enemy team lives on their heels because the supports are hiding under a rock. Issue is that blizzard has created so many openings with ball counters that every role can counter him, and anytime I play ball I get countered by 2-3 of the enemy team within 1 minute that it’s unplayable.
Doomfist, Orisa, Roadhog, Hazard, and 2-2-2 play test Wrecking Ball all need changed to be more team orientated like the rest of the Tanks are.
Oh, they’re tanks all right, in terms of HP. However, they trade no lethality for durability.
For it to be “balanced”, their damage should have been scaled downwards as their HP was scaled upwards. This wouldn’t be very fun to play, though.
Best thing that could happen for tank and all the roles as a whole is 6v6.
Ahem cough cough Ahem.
begins playing sad violin for you
Get over it.
same can be said about mei and brig, they should not be tanks in dps or support. But nobody is ready for that discussion.
Only mei’s wall and iceblock are “tank like” and Brig dies so fast it’s not even funny.
thats like 50% of the hero’s kit…
guess we call mobility a dps ability…