First off Thanks, for bringing this idea to Live.
Even if it’s just Live Experimental.
But really though, you should keep Mei in the Tank role.
- It gets you more people into the Tank Role, by approximating 1-3-2, which should lower queue times
- Mei Players: “Oooh, gimme those 30sec queue times, thank you please!”
- DPS Players: “I get to play a budget Hanzo with 30sec queue times, that has selfhealing? Sign me up!”
- If Mei is an OffTank, she’d be to only Not-BarrierTank that could reliable block an Earthshatter or D.va bomb for her whole team.
- While it approximates 1-3-2, Mei can do a lot of work as an OffTank.
- A lot of people HEAVILY underestimate how flexible and powerful Icewall can be as a tool to both deny enemy positioning, and provide safe positioning for your team.
- Heck, if can even reposition teammate to locations they otherwise might not be able to get to.
- Angled Icewalls across chokepoints (ideally with a Lucio speedboost) can bypass virtually any chokepoint.
- Part of the biggest paradox when it comes to Tank design is how difficult it is to make them more valuable, without causing “High Durability Compositions” (i.e. DoubleBarrier, GOATs, and Mei/Reaper Rush etc).
- By moving Mei to the Tank role, it puts a hard limitation on how durable Brawl compositions can be. Because they can no longer approximate “TripleTank” compositions.
- By removing an AntiDive bodyguard who isn’t in the Tank role. This makes DoubleBarrier balancing easier. And you must be fully aware how making DoubleBarrier balancing would be supremely beneficial to the game.
- It disconnects Mei balancing from her OWL/GM usage. For the vast majority of the playerbase, Mei sucks. And for high tier, she can be game-breakingly strong. This puts Mei into a similar position as Sombra, where she’s basically gotta be horrible on Ladder to not destroy high tier play. By moving Mei to the Tank role, she can actually be balanced based on how people play her in Ranked. Not on how she’s only useful with world class coordination.
- Tanks oddly don’t have a direct Mei counter, and picking Mei would be that.
- Tanks don’t have to suffer as much for lack of a Pharah counter. 150 headshot on a Pharah, can really take the wind out of Pharah-Mercy combo. In a way that feels rewarding and deserved, and not unfair to the Pharah player.
- Devs have already committed to the idea that Tanks should have damage. So Mei having a bit more burst potential, but otherwise less raw firepower than a Mercy blaster, shouldn’t be an issue.
- Mei walls actually offer a pretty strong anti-bastion counter, if people are able to figure it out. Both by lifting a bastion up, allowing an easy approach towards an enemy payload, and her ultimate can cause a bunker to get unbunkered.
- Even if Mei sucks, she’s a C tier tank, not meta. It’s fine.
- Because being a C tier Tank is better than being an F tier DPS for all but the top 2% (and only when the meta suits it)
- Because most of all of those benefits above are gained, even if she isn’t GM tier viable.
Really, I’ve been looking for this change for 2 years.
And it seems like there’s a possibility that I know what I’m talking about with Mei design.
Just trust me. It’s a really good idea to keep Mei as a Tank.