So many people have been posting about how 5v5 will be great because it will let them buff tanks, since tank synnergy isn’t a thing anymore.
Nowhere in any comments from the devs have they actually said they’re buffing tanks to make them feel more powerful. Pretty much all evidence we have points to the contrary:
Current tank changes we’ve seen playtested:
D.va:
Defense Matrix: Used at same rate, regens faster, has extra second of duration
Primary Fire: Movement speed penalty reduced from 50% to 30%, spread reduced from 4 to 3.5
Status: Net-buffed
Reinhardt:
Charge: More maneuverable, can be cancelled early
Firestrike: Has two charges on one cooldown (like Tracer blink), does 95dmg each
Health: 250/300 health/armor from 300/200
Shield: Health is 1200 from 1600
Status: I’d say net-nerfed or net neutral, changes are useful, but not nearly enough to add up to missing 400 barrier hp.
Zarya:
Particle Barrier: Has two charges on same 9s cooldown (like Tracer blink)
If both are used at same time, 18s until both bubbles are back online
Bubbles last longer, initially 3s but now 2.5s
Bubble cooldown starts immediately, rather than when it vanishes
Status: Definitely net-nerfed, moving the bubbles to a shared cooldown means they aren’t recharging together, drastically reduces their uptime.
Winston:
Alt Fire: Hitscan lightning that pierces, works like Sym bubbles, 25m range, does 50dmg
Barrier Projector: Time reduced from 9s to 8s, timer seen in center of screen
Health reduced to 600HP from 700HP, health can be seen by all allies
Status: Net buffed, I think (depends on how useful the rail gun actually is)
So just from these changes, it doesn’t look terrible. It’s disturbing that 3/4 of the changes show LESS defense, especially on characters like Winston or Zarya who are currently VERY reliant on the other tank to survive.
But then we have to factor in the real kickers:
-DPS will be moving faster than tanks, which gives a huge disadvantage.
To make up for it, they get displacement resistance that helps tanks PRIMARILY against other tanks… only 3 DPS in the roster even have displacements. The “less ult charge” also doesn’t actually make them feel any more powerful to play either.
-Reduced healing (and the Devs HAVE confirmed that healing will be reduced) is a huge hit to tank survivability, barely at all a hit to the survivability of other roles. Tanks will feel the healing reduction far more than anyone else.
-Lack of a second tank to cycle defensive abilities with is a HUGE hit. The whole reason dive comps can work is because you’ve got both tanks cycliing with eachother. D.va / Ball works because D.va absorbs AND ball tanks with shields.
Tank synnergy is extremely powerful, taking that away will undoubtely make each tank feel weaker.
So the BARELY net buffs we’re seeing for some tanks don’t result in a net buff for the role all around.
Which is why we also have pros talking about how tanks felt very powerless in the 5v5 experimental they played.
It’s why pretty much everyone who’s played the new mode says TTK is LOWER and that it feels like a deathmatch.
Nothing we’ve seen actually shows a net buff for tanks in 5v5.
This is purely here to try and squash the common “5v5 will allow tanks to be more powerful” argument. This is not being done so that tanks can be “allowed” to be more powerful, please stop repeating that refrain.
We have no evidence that tanks will be more “independent.” Nerfing defenses (and buffing DPS heroes wholesale) does not result in more independence for tanks.
We have no evidence that tanks will be “mega-buffed” like people keep suggesting. Tanks seem to be getting a grab bag of buffs/nerfs, which pales in comparison to the negative effects of losing 1 tank and losing a lot of healing.

