Queue times are proof that tanking is bad, but I think there’s other things to consider.
1.) Could double shields and Rein Zarya keep popping up because tanks aren’t hardy enough? Both these comps have tanks that cover for each other and directly enable tanking; what would happen if we just buffed the tanking ability of the tanks?
2.) DPS queues could be long because the DPS heroes are fan favorite, because there’ a better selection, or because the DPS heroes are just the best heroes in the game.
3.) Role lock could be a bigger issue than any of the balance since, before, if a tank was too hardy you could just get more dps. Not that I think blizzard can or should remove role queue now, you know?
Overwatch IS a shooter. My issue is that calling it purely a shooter, like Halo in Cod sets the wrong expectations for the game. The same thing happens when you try to make OW more of a shooter, trying to entice traditional shooter players, and try to bend the game to be that shooter. Maybe its possible, but I don’t see how.
Also, you can just drop the melee weapons in those games if its not working out. What can Reinhardt do with a 1200 hp shield and a game that favors shooters? People want him to bob and weave thought cover, but I don’t think that’ll be viable at all. If the point is in one place, but Rein’s shield dies before he can close that gap, he’ll be perpetually feeding even if the supports are hard pocketing him.
Also, the supports will have to hard pocket the one “tank” instead of supporting the team.
Also, also, its very likely they’ll just never use Reinhardt in favor of Roadhog, a tank who can shoot and heal so that he doesn’t have to be hard pocketed 24/7.
The devs absolutely do not have to listen to the community. Are you familiar with The Culling? Its a game that was destroyed EXPLICITLY because the devs listened to the community too much. The player base straight up left because of each change they implemented that warped how the game was played; sound familiar? Each and every last video game company needs to know when to say “no” when it comes to developing their games.