Make Main Tanks more Engaging

It’s cool to do a good job making space, but sometimes that does kind of boil down to walk forward to or with a barrier and hold down m1 (as much as this sounds like a jab at Reinhardt, it kinda is for each of them).

I tried playing with themes of Flow, Control, Familiarity, and Confidence.

This is absolutely following an idea GreyFalcon had.

✅ Queue Fix = More BarrierTank Damage

Reinhardt

Rocket Hammer

  • Lower initial damage, but damage increases on each successful hit from 70/80/90 resets after 5sec or not hitting another player.

Fire Strike

  • Can be used at 25% 50% 75% and 100% to do 25-100 damage depending on charge.

Notes: Power is a reward for chains and combos to encouraging a flow with combat.

Sigma

Hyper-Spheres

  • Double click (one click per sphere) to explode earlier, but explosions have a reduced radius of 2 meters

Accretion

  • Click again to explode in a 4 meter radius for 24-60 splash damage instead of the normal effect

Notes: The theme with Sigma is all about allowing better control of the character with good timing.

Orisa

Fusion Driver

  • Decrease damage from 11 damage projectiles to 4 to 8 damage hitscan.

Passive: Momentum

  • Movement speed is increased by 10%/20%/30% from 2/3/4 sec of uninterrupted, forward movement.
  • Fusion Driver, Halt!, Protective Barrier, Supercharger, or reaching a damage threshold of 50 will interrupt this effect

Notes: Orisa just feels sluggish and (somewhat) unengaging to play. Hitscan gives players a main tank choice they can feel like they can practice or translate their tracking skills with.

Winston

Tesla Lance (Alt Fire)

  • Penetrates through barriers and targets
  • Uses same amount of ammo consumption to charge
  • 1.2 sec charge
  • Damage 55
  • Projectile speed 25 meters per second
  • Range 16m
  • Character is slowed by 30% when charging

Jump Pack

  • Reduces Damage by 20% from activation to landing, but isn’t included with Primal Rage.
  • Minimum landing damage increased to 10 damage, up from 1.

Notes: Gives players the ability to feel more confident about what they can do as Winston with less idle time and vulnerability in air.

Bonus: Not a Tank, but could really need it.

Pharah

Health

  • From 200hp to 150hp and 50 armor

Hover Jets

  • Crouch can be used the same way as jump to move Pharah downward.

Notes: Pharah could use some help, and with an Orisa suggested it would put Pharah in an even worse spot. A tad bit more durability and a bit more vertical mobility

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