So, this idea has been really interesting to me for a while now and I’ve spent a fair bit of time thinking about it. The short version is that it never did work, and I’ll try to explain my thoughts on the why and how. This might get a bit long, so bear with me.
On paper, the idea of ‘Dive < Poke < Brawl < Dive’ makes a lot of sense. Dive heroes have high mobility that can close the distance quickly on the more stationary Poke heroes, the Poke comp can attack from range against the slower Brawl comp, whittling them down before they ever reach them and the Brawl comp has enough sustain to withstand dives and brute short range power to force them out before they can confirm kills. This is my understanding of how this concept works in theory, but in reality there are a lot of problems with it.
Next thing we’ll do is look at the main tanks, and what they do, because I feel (and I imagine most would agree) that they are the heroes that dictate the team compositions.
Reinhardt:
550 HP (300 Health, 250 Armour)
Hammer
- 5 meter range
- 85 DPS (Piercing)
- Slow attack speed
- Can hit multiple targets
- Light CC
Barrier
- 1600 HP
- Large enough to protect team but can’t attack while active
- 200 HP regen after being down for 2 seconds
- 5 second CD if destroyed
Charge
- 300 DMG on pin
- 200% movement speed buff
- Light CC on bump w/o pin
- 10 second cool down
Fire Strike
- 100 DMG (Piercing)
- Large, fairly slow projectile
- 6 second CD
Earthshatter
- 50 DMG
- Hard knockdown CC
- 2.5 second duration
- 1540 Ultimate Cost
- Requires Line of Sight
Winston:
500 HP (400 Health, 100 Armour)
Tesla Cannon
- 8 meter range, 6 meter AOE
- 60 DPS (Piercing)
- 5 second up-time before reload
- Beam type weapon
Jump Pack
- Vertical mobility
- 1-50 DMG
- 5 meter radius AOE
- 6 second CD (2 second CD during Primal Rage)
- Light CC
Bubble Barrier
- 700 HP
- 5 meter radius
- 9 second duration
- 13 second CD
Primal Rage
- 900 HP, 100 armour
- 40 DMG/swing
- 1.5 swings/second
- 10 second duration
- Light CC
- +30% movement speed buff
- 1540 Ultimate Cost
Orisa:
450 HP (200 Health, 250 Armour)
Fusion Driver
- 11 DMG/round
- 12 rounds/second
- 132 DPS
- Can Headshot (264 DPS)
- 150 ammo
- Second fastest projectile speed in the game (120 m/s, Ana primary fire: 125 m/s)
Protective Barrier
- 600 HP
- 20 second duration
- 10 second CD
- Ignores Defense Matrix, Deflect and Kinetic Grasp
- Can be deployed while reloading
Halt!
- Mini Graviton Surge
- 5 meter radius AOE, 7 meter radius prior to AUG 2020 (Graviton Surge: 6 meter radius)
- 25 m/s projectile speed (Graviton Surge: 25 m/s)
- 0.65 second duration
- Hard CC
- 8 second CD
Fortify
- 40% DMG reduction
- Immune to all CC
- No damage recieved from Charge or Hook
- 4 second duration
- 10 second CD
Supercharger
- +50% DMG boost to self and allies
- 200 HP
- 25 meter radius
- Requires line of sight
- 15 second duration
- 1680 Ultimate Cost
Before we go further, I’d also like to remind everyone how armour works because I feel like that’s important. Armour will take 5 damage away from every attack that does more than 10 damage and anything less than 10 it will cut in half. Recently there was also a change made to beam type weapons that gave them -30% damage against armour.
Here are some examples of the heroes most negatively effected by attacking armour:
Examples
D.Va: 6.6-22 DMG/shot (vs Health), 3.3-11 DMG/shot (vs Armour)
Roadhog: 45-150 DMG/shot (vs Health), 22.5-75 DMG/shot (vs Armour)
Winston: 60 DPS (vs Health), 42 DPS (vs Armour)
Zarya: 95-170 DPS (vs Health), 66.5-119 DPS (vs Armour)
Reaper: 42-140 DMG/shot (vs Health), 21-70DMG/shot (vs Armour)
Sombra: 48-160 DPS (vs Health), 24-80 DPS (vs Armour)
Symmetra: 60/120/180 DPS (vs Health), 42/84/126 (vs Armour)
Torbjorn (Secondary Fire): 37.5-125 DMG/shot (vs Health), 18.75-75 DMG/shot (vs Armour)
Moira: 50 DPS (vs Health), 35 DPS (vs Armour)
So when we look at the numbers, abillites and armour interactions I think it becomes pretty obvious that Orisa is just better than Winston and Reinhardt before we ever even consider the heroes that work well with them. Up against Orisa with Fortify active, Winston is only doing 25.2 DPS while also being totally immune to all CC for 4 seconds. On top of that, Orisa’s barrier last for more than twice as long as Winston’s with a 3 second shorter CD while only having 100 less HP. Against Reinhardt, Orisa can output 1650 damage with one full use of her primary fire and Fortify completely nullifies Reinhardt’s Charge and Earthshatter.
Orisa has arguably the best CC abillity (Halt), the undisputedly best anti-CC/don’t die abillity (Fortify), the best DPS output among tanks (headshot, minimal spread, no damage falloff, high rate of fire, high projectile speed) and arguably the best damage boosting abillity in the entire game (Supercharger).
If you take all that and then add heroes like Sigma, Baptiste and Brigitte to the mix what can you really do? What are the weaknesses of a composition like that? You’re dead if you try to dive into it and you’re dead if you have to slowly plod your way onto whatever high ground(s) they are holding.
To make the game work in the aforementioned rock, paper, scissors balance strategy you would probably have to rework half of the roster and even if they managed to create that balance it still would not work because of the ability to switch heroes during the match. If you were playing a bunker comp, and the opponents were playing dive, why would you stick with the bunker if it looses to dive? So, your team switches to brawl/rush, your opponents switch to bunker, you switch to dive and it goes on forever and ever and ever and ever…
TLDR;
Never happened, probably never will, probably shouldn’t.