Iron man has infinite flight, spider man has 12 abilities when you count passives, Punisher has reaper shotguns, s76 rifle, and bastion turret with a shield. Yet somehow, some way, this game feels substantially less powercrept than Overwatch. Let’s focus on OW’s 2 problem roles, tank and support
What are the strengths a tank can have? Typically
- Damage
- Zoning
- Survivability (for simplicity this counts both keeping yourself alive and blocking stuff from your teammates)
- Mobility
It varies from game to game, but your archetypal tank is very strong and zoning and survivability, decent at damage, and poor in mobility, but you can change it up, for instance a dive tank trades some of the survivability or zoning for more mobility. Let’s look at some random marvel tanks
- Groot - Decent damage, God tier zoning, decent survivability, bad mobility
- Venom - okay Damage, mediocre zoning, god tier survivability, good mobility
- Peni Parker - God tier zoning, good damage, decent mobility, bad survivability
- Thor - God tier damage, decent zoning, mediocre survivability, decent mobility
- Captain America - Bad damage, Mediocre Zoning, Good survivability, God tier mobility
Meanwhile some Overwatch tanks
- D.va - Great Damage, mediocre zoning, God tier survivability, god tier mobility
- Winston - Good damage, decent zoning, Good survivability, god tier mobility
- Reinhardt - God tier damage, Good zoning, Good survivability, decent mobiltiy
- Roadhog - God tier damage, god tier zoning, god tier survivability, bad mobility
- Orisa - Good damage, god tier zoning, great survivability, decent mobility
The tanks just aren’t allowed to have weaknesses in comparison, they’re good at almost everything and rarely subpar in more than 1 thing, and when they do have weaknesses it’s not inherent stuff to their kits, it’s boring ZZZ rock paper scissors gameplay like beams completely ignoring defense matrix free, nade completely robbing hog of all his sustainability for free, hack robbing ball of all his mobility for free, etc.
Similar story with the supports. Broadly there are two types of healing. Sustain healing, that keeps someone who is consistently taking damage alive, and triage healing, which quickly saves someone who is about to die.
MR supports, despite being incredibly strong, are usually one or the other. Rocket Raccoon is exclusively sustained healing, if someone’s taking burst damage he can’t save them. Adam warlock is exclusively triage, he does an insanely strong burst of healing, but if he has to use it too often he can be stuck with 7 seconds of no healing available whatsoever.
When they do have both forms available, there is usually some other tradeoff. Mantis’ life orbs are a small burst of healing followed by a large amount of slow healing over time, so primarily for sustain, but in an emergency you consume all of your orb to stack the burst healing effect, but you’re throwing away you’re overall healing potential by doing this. Jeff the shark has both forms, but he’s close range and has to leave his fin form, greatly reducing his mobility and increasing his vulnerability, to heal people
in Overwatch Practically everyone released since Ana has sustain healing, a strong burst healing backup on ~10-12 second cooldown, one of these is usually long range, some status effects thrown in to annoy you, it’s just a mess