Overwatch 2 Tank-Related Changes that would Save the Game

Tank-related changes that would save OW2.

Overwatch 2

General

  • 1-2-2 removed
  • 2-2-2 added

TANK

Doomfist

  • Moved from Tank to Damage Role
  • Base health reduced from 450 to 250

Power Block

  • Ability Removed

Rising Uppercut

  • OW1 Rising Uppercut Added
  • Reduce upwards travel and knock-up of Uppercut

Seismic Slam

  • Now also allows for targeting the ground mid-air to travel downward (damage ramping from OW1 would stay gone, and Doomfist keeps the OW2 verticality to his Slam)

Rocket Punch

  • No longer stuns
  • Wall impact damage removed
  • Knock-back reduced
  • Impact damage buffed (would do less than 200 impact damage)
  • Charge up time buffed

Meteor Strike

  • Slow on enemies removed
  • Outer-ring damage buffed

Orisa

  • Reworked back to OW1 Orisa’s abilities
  • Barrier balanced around having an 8 second cooldown so she can reposition more
  • Fortify nerfed so Orisa is weaker up close

Roadhog

  • Take a Breather leaves behind a gas cloud to support allies like it did during the Feb 2020 1-3-2 experimental card.
  • Pig Pen removed, replaced with a low damaging AOE ability.
  • Roadhog would be balanced around having a 7 second Hook cooldown (1 second higher cooldown).
  • Whole Hog re-balanced to knock back enemies less and deal less damage because of that.

Wrecking Ball

  • Adaptive Shields reworked into an ability that reduces the amount of damage enemies deal for a set duration (so Wrecking Ball can reduce damage done to his team).
  • Reduce Wrecking Ball’s knock-back.

Zarya and Junker Queen

  • Both re-balanced to be a bit more team oriented than currently. Would be less threatening. Junker Queen ult balanced around being -50% anti-heal like Ana Nade would be.

Sigma

  • Barrier recall cooldown reduced from 2 to 1.5 seconds
  • Barrier sustain buffed
  • Kinetic Grasp nerfed so he’s weaker up close

Winston

  • At least semi-revert the Secondary Fire recovery time nerf (went from 0.5 to 0.75), since it made Winston feel more clunky. Make it 0.6 or back to 0.5 seconds.

DAMAGE

Bastion

  • Sentry Mode DPS nerfed
  • Recon Mode DPS buffed

Junkrat

  • Nerf maximum Rip-Tire damage so Tanks don’t get 1-shot by it so much
  • Buff Rip-Tire’s damage fall-off range if needed

SUPPORT

Ana

  • Anti-Heal effect reduced from -100% to -50%
  • Compensate by buffing a couple of things, but not Sleep Dart’s duration or cooldown

Zenyatta

  • Discord Orb nerfed from +25% to +20% damage taken
  • Buff Harmony Orb’s healing per second by 5 or 10 hps
  • Reduce the time to re-apply Discord Orb 2 or 3 seconds
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They are never going to do that. Realistically it would be too time consuming to rebalance everything BACK to 6v6.

No

No, double shield will still be strong regardless of making it easy to get within close range of two heroes with massive health pools. Forgetting the fact that bunker comps had Immortality field and a bastion to melt whoever comes near. Combine that with now Kiriko/Brig and Bap + Bastion gives me a headache.

I do think Orisa could’ve worked in 5v5 with some adjustments to her cooldowns and whatnot, but her new reworked self is fine. She needs sustain nerfs in both modes, but if you want her to be in 6v6 I would vastly reduce her sustainability from fortify and increase her cooldowns.

If you want to fix double shields in 6v6 you need to straight up add the debuff of 30% increased dmg to shields.

For 6v6 no, but for 5v5 it seems like it would be a fun ability to have a slight healing cloud, nothing too overpowered. Or maybe some type of toxic cloud or one that gives dmg mitigation to teammates idk.

Regardless we will have to see how they rework Hog in this upcoming mid season patch, I feel like they might add something similar to his experimental change.

Hammond isn’t the type to solely be there to protect teammates, he’s meant to disrupt the enemy and get picks to allow your team to follow up. Which means he is in the enemy backline and booping the team out of position. I’ve seen good ball players help their teammates get picks by booping enemies into the his team, I’ve also seen him protect teammates by booping enemies away from them. So I would keep him as is for 5v5 but the boop I would reduce for 6v6.

Zarya I would say is both a very good team oriented hero and is good at solo carrying her team. The use of two bubbles is very strong. Would not want her having double bubbles in 6v6.

Queen would need some minor changes for 6v6 but overall her abilities seem like they would transfer over to 6v6 pretty nicely. Her shout is very oriented around the team and can be very useful and that’s really the only thing she needs to help the team in either mode IMO.

Winston seems fine for either mode and wouldn’t require many changes. I would keep the current recovery time though if he was in 6v6.

Recon is fine combo’d with grenade and sentry needs either less dmg or less uptime.

Junk tire is fine as is.

Yes, nade has needed to be a healing reduction debuff for years now, both modes. No need for compensation buffs at all, it literally blocks healing and needs to be changed for 5v5.

Discord is fine for 6v6, no nerfs needed as the discorded enemy will have extra protection. As for 5v5 discord it is fine for DPS and supports, Tanks should have the 20% reduction as they are the biggest enemy and everyone is looking at them. Zen as a hero is fine in terms of Dmg to healing ratios for both modes, he has high dmg potential for the price of being vulnerable (unlike recent supports). If anything remove his boop for 6v6 since he will have the extra protection and not need it to save himself. He is fine as he is.

6v6 doesn’t need role passives at all and neither does 5v5 with the exception of the tank passive.

It’s not that I don’t want 6v6 back because I do, but realistically speaking if OW truly were to go back to 6v6 it would need a major overhaul on the tank and support roles to rebalance the healing and dmg outputs. Not to mention the removal of hard CC might make 6v6 very different so that is something to keep in mind while balancing as well.

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Um, why nerf supports when adding 1 more tank?

I am totally down for 6v6, but tanks are not big guys that press W for the win.

They need to peel.

That been said, you would actually need more negative effects from supports.

But overall, yeah. 2 tanks would be a lot more healthy for the game

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They didn’t even re-balance much going into 5v5. Tank health is the only thing that sticks out that would need reduced.

Did you read all of my bullet points? It would be a DPS Doomfist with no stun, less displacement, and less burst damage. That would be significantly more healthy for the game than OW1 Doom and OW2 Doom. Even with him as a Tank, Doom Empowered Punch 1-shots you because you’re stunned against a wall and the Doom has time to shoot you before you can move. He’s just annoying to play against; and add on to that that no one likes playing with a Doomfist on their team because Doom cannot tank for his team (he just blocks for himself like Genji Deflect does).

Blizzard never correctly nerfed Orisa + Sigma. In the big barrier nerf patch, they buffed Fortify & Kinetic Grasp, the 2 abilities that makes Double Barrier uncounterable.

If Bastion or Baptiste are too strong, they can be addressed with balance.

We didn’t need Orisa (one of our few ranged tank options) getting reworked into a brawl tank. Her kit is just obnoxious to play alongside and against. Too little team protection for your allies, and too much damage, self-sustain, and CC.

This is blatantly just wrong

OW2 initial release they

  • Reworked Orisa and reworked Doom into a tank, an entirely different role and changing his playstyle.
  • Removal of all hard CC
  • D.va- Health increased from 600 to 650, reduced spread, increased the duration of defense matrix from 2 to 3 seconds, booster dmg increased from 10 to 25, Melee doesn’t cancel boosters, Micro missile cooldown from 8 to 7, increased the ultimate charge gain for remech.
  • Rein- Health increase from 500 to 650, shield health decreased form 1600 to 1200 with slower regen rate, Charge had increased movement to it’s steering and can now be canceled with a decrease to it’s cooldown from 10 to 8 seconds and has reduced dmg to 225, twi charges to firestrike that do 90 dmg.

I could go on but that is literally just 4 characters that were changed or adjusted to 5v5 out of the entire roster.

Theoretically, even if they didn’t change any of the heroes at the launch of OW2, ALL of the buffs, nerfs, and reworks post OW2 would have to be adjusted to 6v6 as they are solely balanced for 5v5.

Healing, healthpools, dmg, ammo, etc would all have to be relooked at and changed.


You can see all the hero changes here

I don’t have to, Doom should be a tank. No DPS should displace heroes as much as he does and if you put the changes through that you suggested he wouldn’t be able to kill a fly. His abilities overall are just better as a tank and it is more fitting for his hero. I have played with many good Doom players.

They buffed the two abilities which were never the problem when it comes to double shields. The shield rotations were the problem, melting one shield and they immediately rotating to sig shield until Orisa shield is back up then repeat. The fix to double shield was a simple team debuff if you had two shield tanks to increased damage dealt to shields but the devs don’t listen to their community that were asking for it and would rather rework a perfectly fine tank that only needed cooldown adjustments and would just rebalance the entire game to 5v5 to not have to deal with it.

I didn’t say Orisa wasn’t obnoxious since her rework, she has too much sustain and it should be tuned down but she by no means has "too little team protection"as her javelin spin and throw is very good at protecting her teammates and making space.

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Most to all of the changes for OW2’s launch and since it’s launch would work fine in 2-2-2. Like who says a less barrier, more aggressive Reinhardt couldn’t work in 2-2-2? It could. Removal of all hard CC from non-tanks is literally what 2-2-2 has needed for a long time to improve the tank player experience. Orisa & Doomfist reworks just made them annoying to have on your team and annoying to play against, those reworks were simply a mistake; I wouldn’t want them in 5v5 or 6v6. Adjusting a couple numbers on DVA for 2-2-2 would hardly take any time; like tune down Matrix duration from 3 to 2.5 seconds, and tune down her health from 650 back to 600, it’s not hard to adjust a couple things that would put her in a reasonable state for the start of OW2 2-2-2.

Doomfist cannot properly tank for his team, anyone saying Doom can thinks Genji Deflect makes Genji a tank. Tank Doomfist is not “more fitting for his hero”, it’s the opposite. Doomfist is the one who supposedly “leveled a sky-scrapper” and he also has a hostile strong-man attitude, yet he’s a tank? DPS Doomfist with my changes would hardly have any displacement; he would be more comparable to other DPS heroes who have slight knock-back. Lastly, who says he wouldn’t be able to kill anything? I didn’t give concrete damage numbers because those can be settled on after a bit of play-testing.

How exactly? Javelin Spin literally only protects Orisa herself, your teammates are very likely to be under-fire while you use Javelin Spin. Javelin Throw does not tank for your team, it’s an offensive burst damage ability that can set-up a kill, it does not protect your team from incoming damage. There is a reason all the high level players say that the way to counter Orisa is to ignore her and kill her team, that’s because Orisa can’t really do anything to stop her team from dying to enemy fire.

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