[OW2] Balance Design Blueprint

Im… im comparing him with an off tank because by your definition he really isnt a main tank… Main tanking is not only the protection, it is a big aspect, but one fundamentall part is creating space. Hammond is fantastic at creating space and while he doent provide the same protection as Rein, Orisa or even Sigma, his playstyle more than make up for it since the enemy is forced to put resources into you in a similar manner that they would against a barrier

Which is just a euphemism for “Positioning Advantage for his team”.

If his team isn’t able to capitalize on that advantage, then it’s kinda worthless.

And now we are going back in circles, the last thing i´ll say.

If the team is able to capitalize on whatever the Hammond did then either 1)The hammond play wasnt optimal 2)The team itself failed to take advantage 3) The enemy team manage to recover itsefl before your team could take advantage.

The same could be said with any barrier tank, if they dont play around the Barrier or the tanks continues to make bad plays then that positioning advantage is just as worthless.

As i said, its not only hammond, Winston works in a similar way were its hard for him to hold a space like Rein or Orisa but i guess since he has an obvious big blue barrier then he is perfectly fine as a main tank.

The problem is that’s a pretty big “If”.

Especially for ELOs below Diamond and including Quickplay.

-Tank 50% headshot resistance
-Tank buffs
-Sniper nerfs.
Wew lad. The Hog chain shield is a sweet idea tho.

On the contrary, Tracer provides almost none of what I just said.

Tracer cannot stall points hardly at all
Tracer does not draw the fire of several enemy teammates
Tracer does not draw the focus and CDs of several enemy teammates
Tracer does not provide CC and displacement

These actions protect allies from enemy fire much like a shield does. Arguably BETTER than a shield does, because shields blow up more quickly than Ball himself.

Ball provides an insane positioning advantage to his team because his splits the enemy team up and sews chaos, effectively removing their positioning and throwing around their ranks.

You seem to think that main tanking is just literally standing on the point 24/7. There’s a reason why even plat-diamond players agree that Ball is a main tank. Off-tanks are all about off-angles, main tanks are about engagements and focus. Ball is excellent at engaging.

Hard disagree. The most common wins for me in my Hammy climb were Ball/Zarya, Ball/Winston, or Ball/D.va. Heck, even Ball/Hog worked better than Ball/Rein, and FAR better than Ball/Orisa. Ball Sigma was meh, I know it’s a thing at higher ranks, but at lower ones they didn’t seem to jel super well.

Either way, I had the most success playing with NON barrier tanks. I was able to win on Hamster / D.va comps back when I was in silver. We would dive and cause so much disruption that the enemy team would get trounced by our team.

Legitimate question: do you play Ball? Like, a lot of what you’re saying is just totally contrary to my experience climbing from bronze with Ball.

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I agree with your assessment, but Ball hasn’t done this since his knock back nerf. Sadly he is now more a precision hunter off tank

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again, you seem convinced hammond is this inscrutable being only a few elites can play and even fewere can combo with him, on top of the misunderstanding that barriers are mandatory with him.

The barrier especially is a moot point because they clearly want to de emphasize them in ow2, so again, hammond as is is a perfect tank for solo tank. There’s no need to butcher it because YOU cant play him. It’s so annoying having people who dont play your hero demanding reworks instead of bothering to understand them.

Even more annoying you just keep on spamming this inane rework on pretty much every Ball thread you entet

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what is this disgusting thing I’m seeing?

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You have to understand something about Falcon, regardless of how irrational it is he wants Tank buffs (because he is one of those people who likes being overpowered and he plays Tank).

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Add to that the fact that Rein got a passive against displacement CC.

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oh great now we have a fat rolling tracer while there’s less tools to deal with hypermobility :roll_eyes:

you do realise how much you’re trashing hack and emp (moreso hack) with very little to gain in the rest of her kit right?
like the key value of hack and emp is that you make an opening for your team. and instead, you’re reducing hack and emp to need an opening you want to make for it to do so.

mei’s going to be the new hanzo with less burst and probs better cause higher consistency.

OK counterpoint, he generally wants tanks to be more like off tanks to bring in the dps crowd. If to you that sounds overpowered, then you might just be a slaty dps player.

I don’t usually agree with GreyFalcon on tanks for this reason, but he is also infinitely more reasonable than you.

Really like the Orisa melee idea

I am a Zarya player predominately (fairly well ranked one as well) with the mix in of Rein/Sigma/DVA (and Orisa if I must but I really do not want to). His changes assume a faulty premise and that is that Tanks are not the strongest role in OW and therefore uncompensated buffs are warranted. However, this is simply not true and therefore any buff that suggest uncompensated buffs will only lead to overpowered Tanks.

More like my premise about the idea that Roles even need to be equivalent is based on logic that pre-dates Role Queue, and is no longer relevant.
(I.e. It’s somehow desperately important to protect against 3-4 Tanks on a Team, when there’s a maximum of 1 or 2 Tanks on a team)

And for what few DPS get butthurt about it, there’s 50x as many DPS who are upset about queue times.

Quite simply, anybody who thinks fixing queue times is somehow “optional”, is not worth trying to maintain in the player population. They can quit. And in the “big picture” view of things, their opinion does not matter.

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I like the Road Hog changes.

I also like that you gave Orisa a DragonBlade equivalent on a 8 second cool-down…lawl. With increased movement speed. :rofl:

Well, truthfully. They are currently extremely impactful because this is an objective based shooter.

They are simply the best tool for the job. And they outshine DPS in achieving a win condition AND utility.

They are objectively superior to DPS heroes in every important metric of a win condition in an Overwatch match.

And yet… nobody wants to play them. Because they are not as entertaining to play.

Since they will only have ONE tank per team in OW2… making those tanks JUGGERNAUTS… will make them more appealing to play… and help even out the queue times.

So, I say… overbuff them!

The reason you keep roles in line with each other is for the purpose of fun. While it is fun to be the overpowered broken role, no one else is having any fun and when 2 players are having fun and the other 8 are just escorting the person having all the fun around that is fundamentally flawed game design.

One of the selling points of 5v5 (really the only selling point so far that holds any water with me) is them selling the idea that 5v5 makes it easier for “anyone to carry”. Taking that stated goal and going “well yes but really we just want the tanks to be the only carry” is bad game design that kills a game.

So yes your idea of making Tanks broken and the only carry role (when again they are already the strongest role) is a fundamentally flawed design concept on every single level of basic game design because it making the game fun for 20% of the people playing it.

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Being blind to the downsides of bad queue times, doesn’t mean a relatively minor downside of “Well some DPS expect the game to be balanced like Role Queue doesn’t exist” is more important.

Let them quit. There’s too few of them to matter.

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