First things first:
I am a ~2000 hour Tank Main and I deeply dislike the idea of 5v5, but since the devs seem to have fully committed to it and chances that anything we might say or do will change their mind on this matter are basically nonexistent, we might as well give feedback to try and minimize the possible negative impact on the game as much as possible.
So here is my take on how to implement 5v5 without scaring away most of the current Tank player base, while making the role as attractive as possible for new players:
#1
Get 5v5 on the PTR as soon as possible.
People can’t give you informed feedback if you don’t give them the possibility to test the changes ahead of release and in time to make some major changes to it if the tests reveal critical flaws.
A lack of this will not only nurture a very hostile and defiant stance from people who expect to dislike the changes, but also false expectations on both sides of the pro and contra 5v5 camps.
#2
Stay true to your promise of buffing Tanks to the point where they can make up for the loss of their Tank buddy.
Anyone who remembers the post rework glory days of D.Va knows how much many DPS players despise it, when they are more or less unable to win a 1v1 duel against a Dive Tank and get heavily punished for disrespecting their presence by positioning themselves carelessly.
But just as Tank players will have to learn to adapt to the rework of their role, so will the DPS and Support players have to learn to play around it.
If you give in to the complaints (there will be plenty of them) and turn Tanks into bullet sponges that can mostly be ignored and get ganged up on after the teamfight is over, then you might as well remove the role completely instead.
#3
Hero Bans and Map Avoids for Tank players:
One of my biggest concerns is, that there will be one Tank that is META for a map and if you don’t pick it, you will have to face the wrath of your teammates and a much higher chance to lose the match.
There are two things you can do to prevent this from happening very effectively:
A) Each Tank player can ban 1 Tank Hero per match.
The pick will be anonymous and take place at the start of the match before team chat gets activated, so the teammates can’t try to influence the Tank player in his choice or get toxic about the choice he made.
B) Allow Tank players to avoid at least one map that puts them at a heavy disadvantage with the Hero pool they play.
This would give Tank players a lot more agency in getting to play Heroes they enjoy and might also reveal which Tank Heroes and maps might need to get looked into again when they get banned/avoided a lot.
#4
The Tank roster is already pretty small, so don’t use the 1/2/2 change as an excuse to slow down on new Tank releases.
Having more options is important to make the Role more popular, avoid stale Tank METAs and also to counteract the negative effects that come with the Hero Bans proposed in #3.
#5
Make a 2/2/2 Role Q Quick Play and Ranked mode permanently available in the Arcade.
I know that it is unrealistic to expect separate balance changes for 6v6 and 5v5, but just as much as you expect your fellow Tank players to respect your decision and give 5v5 a fair chance, you should not disrespect them by making it impossible for them to have some fun with their old Tank Duo friends.
In the recent AMA you said that this might not be happening because of balance concerns, but Arcade modes have never been very balanced to begin with and yet a lot of people like to play them.
Also who knows, maybe 2/2/2 Role Q with super buffed Tanks is working much better than you expect it to do?
#6
Talking about the Arcade:
Don’t get lazy on this one and try to get as many of the modes to work with 5v5 as possible.
Mystery Heroes, No Limits and Open Q might be too broken to still be fun in a 5v5 environment, but modes like CTF, Total Mayhem, 6v6 Death Match etc. will probably work somewhat fine under a 1/2/2 Role Q rule set.
FFA Death Match might be a bit harder, but exluding Tanks from it would be a huge mistake since many people use this mode to warm up for competitive.
One solution would be to make the points you get dependent on the Hero you play.
E. g. Roadhog could get 0.7 points instead of 1 for each kill.
The value could be determined by how good certain heroes are performing in FFA DM which would - at least theoretically - make the mode a lot more balanced than it is even now.
#7
Try to keep the Tanks Hero identity intact as much as possible.
Reworking Heroes is a very sensitive topic for people who main the affected Hero or at least play it a lot. Strolling to far away from a Heroes original design will put off a lot of Tank players.
It will be difficult with some of them (Roadhog and Orisa come to my mind here), but a rework from scratch should be the very last resort.
#8
Tank Busters don’t have a place in a 1/2/2 environment.
If there is only 1 Tank on each side, you should need team effort to take him down.
#9
During the AMA there was some talk about renaming the Role from Tank to Bruiser.
While it seems more fitting with the upcoming changes I would still strongly recommend to not touch this one.
We Tank Mains take pride in our work and already have to deal with losing our Tank Duos and having our Mains reworked.
Even if it would be just a change of cosmetic nature - just let us keep at least this one as it is for good old times sake.
Also “Tank” simply sounds more exciting and powerful than “Bruiser”.
That was it from me for now.
Feel free to give constructive feedback or propose your own changes.