I’m not paying attention to the enemy team comp at all. I’m looking at my off-tank and picking based on how best to play off them.
I’m not worried with responsibility of “throwing” the game by picking the “wrong” tank. I can finally pick whatever Tank I want to play mechanically at that moment and actually have fun.
This feels so liberating. I don’t want to go back.
This is great fun until the tank you’re playing with refuses to pick a tank with what you and the rest of the team are working with, while the enemy is rocking the Meta tank comp, and you get steam rolled.
It’s also good training wheels for new/inexperienced tank players. I was much more comfortable getting tank in flex queue back when there was someone able to make up for my bad plays.
That’s because the Tank-role was designed from the outset of - not just providing immense defensive power - but also providing utility towards the team. Tanks tend to benefit the most from Support-role resources, and those same resources can also be provided by Tanks themselves towards other Tanks (or other heroes).
This has been proven since Day 1 of Overwatch 1; when I used to team up with my static playing as Zarya with a co-tank Reinhardt. The amount of beneficial return I would get in energy by barrier Rein was far more significant than using it on Pharah (on most occasions).
Not having synergistic compositions isn’t totally unusual even with non-meta compositions. Let’s remember how often (and this still happens) a Widowmaker/Torbjorn/Wrecking Ball/Baptiste/Zenyatta comp works against on Attack in Eichenwald can’t muster an offense against a Reinhardt comp on the first point.
Not really. I came off a game with a Mauga co-Tank and me covering them as Zarya (along with a Cassidy), and none of my Supports team ever bothered healing me. So the game ended in a loss, with over double the death count and the co-Tank with less than 4 deaths, because the Supports couldn’t be bothered to do their job and heal the team. What kept us going and trudging through to the final point was my constant enabling of Mauga and Cassidy, and the Supports being too slow or too unwilling to heal and keep me alive.
The game was lost because I stopped supporting as Zarya, and because the enemy team noticed I was the carry; and the only way I was going to live was to switch to Roadhog on the final point, and just healed.
Overall mitigation was over 6k between my barriers and self-healing as Roadhog. I was also out-assisting them.
You can do everything right, even as a Tank, in tutoring and training your co-Tank and other players, but if you have players who are unwilling to do their job in sustaining the whole team, it’ll fail, because they fail to learn or understand fundamental basics.
Sure, for any individual game, the assist may not make the difference. But it helps grow the tank player base over time if people are more comfortable playing tank, and, at least for me, having a second tank provides a great deal of comfort.
You’ll learn to hate it when your other tank never picks anything to help you. OW2 was liberating to me because I was the entire tank role. My other ally could never screw me over.
When the other team is running synergy tanks and your team is not you realize the problem is just like when DPS or supports don’t help you. Only you are weaker on tank now and there is another player in the game who can screw you over with how they refuse to help or not.
So, it’s fun not actually having to play the game. Yeah, that’s kind of OW1 in a nutshell. Unless your team doesn’t make good picks then you can’t play the game at all.
Some dingdong Lucio player told me never to play Ball with Zarya again (he was grouped with the Zar).
I got a bubble every. single. engage. and we easily destroyed them on Hanaoka. No clue what his problem was but he wouldn’t accept my friend request so I could find out.
You literally could not use tank synergies to improve the role as a single tank. One tank cannot synergize with another tank that doesn’t exist.
I don’t want the game to be balanced, I want it to be fun. Overwatch was DESTROYED when people became obsessed with the impossible perfect balance that they wanted. I want the game to work, I want it to be fun, I don’t care about balance.
We can’t confidently say a single tank hero is a bad pick because individual skill will always be the deciding factor. We can judge if the single tank as a role was overbearing, or not strong enough based on tangible data and just looking at games, and everyone will admit single tanking is very problematic.
I think it would be smarter to just have two weaker tanks. If anything, two weaker tanks and one giga support would have been smarter than having one tank who had to hug cover to not explode, or one tank that has to be the STRONGEST on the field.
I’d actually argue it’s the opposite and all tanks are circumstantially bad. You’re the pillar of the team and what you can reliably play is almost 100% dictated by whatever swaps the enemy feels like making.