Reinhardt and before that Winston, have warped high level meta. Now Orisa is threatening to do the same.
What do all three have in common? A barrier.
Barriers provide a safe area for teammates, whether to march forward, Dive in and have safety, or bunker down and shoot at enemies. Unless you want every meta defined by what the barrier tanks do then you HAVE to nerf barriers because their considered as being required.
Let’s look at barriers:
- They deny ult charge to the enemy team.
- They reduce healing load for your team.
- They mess up line of sight.
- They deny other people the ability to use their abilities. ex. Sombra can’t hack through them, and Junkrat mines do not pass through them.
- They absorb a TON of damage.
- They recharge quickly.
If you do not have barrier you:
- Charge enemy ult quicker than you charge yours
- Healing load is high
- Line of sight is achieved, so things like burst damage get through
- Abilities are available freely
- You don’t absorb nearly the same damage
Clearly it is a mechanic that should be reserved to ultimates right? Wrong. It’s available pretty much all game to some heroes. While I’m not strictly against barriers, let us not forget Brigette has one too, and has been very successful in high level play.
This isn’t balanced, and having barriers is a bad design to have in a FPS, allowing you to shoot but not be shot at. Of course then the game will revolve around three heroes, which is the definition of unbalanced in a roster of over 30 heroes.
Even if the hero itself becomes weak after nerfing barriers, they could be given compensation buffs. It should be rolled out gradually.
For example, ult charge should be given at a rate of 25% for hitting barriers to deter people just spamming barriers permanently and think about when and where to use them most effectively. This would let someone like Roadhog actually have a chance of main tanking.
If this isn’t enough up it to 50%. If that isn’t enough up it to 80%.
If barrier giving ult charge isn’t enough then nerf their recharge rate and uptime. IF that isn’t enough make them reduce damage rather than outright block all of it and mess with the numbers of how much is let through, start with 10%, then go to 20% and so on.
Having 3 heroes dictate how the game is played limits the game to being played 3 ways.
Dive, Deathball push, and Bunker. And you’re not going to see any more creativity than that unless you add more barrier tanks, which isn’t fixing the problem. Because then your other tanks aren’t being used to tank, they’re fat DPS. And you’ll continue to have huge balance issues and see one of 3 tanks define a meta.