Personally i thought that just using the oq numbers and then nerfing tanks as needed would be the path of least hassle for the devs. But if they want to make up random numbers and see what sticks, they do them.
thats fair…though it would be extremely hard to calculate just how different it is when you factor in all the changes
my guess would be that it ends up being pretty comparable (but i really doubt its “worse” - we are talking about rein here…he was pretty hard to miss before the projectile changes)
It’s almost like you have to manage your resource like every other character.
Are you advocating for a shield that never goes down?
Tanks have to use cover too… when they are getting low on resources, they should already be next to cover to side step to. You’re just saying “I should be able to play in open space and take damage from 6 enemies and survive. It’s not fair!”
I had a lot of fun playing him for a couple days when 6v6 came back. Rein isn’t meant to just hold shield up non stop. You pulse it as you move forward and then start swinging or if your team is pinned down, charge forward, cancel charge up shield while team rejoins and you duck to cover for shield regen
Yes and no.
You have to remember that for one, people are playing with other players in what is basically qp (LARGE range of different skill levels in the same lobby, not to mention people getting used to the differences of 6v6 from 5v5 Tank health pools or even trying to play Tank for the first time in 6v6 or at all to check it out, etc.).
But this also comes down to the player’s skill that is playing Rein. OP appears to be advocating for being able to play in open space without a shield on main and survive. That’s just ridiculous.
If your shield is half, you should already be moving to a corner or some kind of cover so that when it does go down, you aren’t staring at 6 enemies in open space.
It’s a skill issue.
A lot of players are going to have to realize that Tanks aren’t gigabuffed in 6v6 like they are in 5v5 and they never should have been, but it was to compensate for the lack of another Tank and it’s caused all kinds of problems for the game.
The second tank can be very useful to helping the other tank, but they can also be busy contesting a flank, peeling, making a flank themselves, etc. So the other tank needs to keep in mind that he doesn’t just get a free bail out and gets to play sloppy because there is a second tank that could potentially help them not die. They still have to read the fight and play their life when the the other tank isn’t there to eat damage because they just might not be there and doing other things.