Reinhardt has absolutely no survivability in 6v6

No.

In an ideal world. Splitting resources with dead weight is a bad survival technique.

:muscle::grimacing:

And yet they continue to disappoint me.

I will queue 5v5 to heal as Reinhardt. That’s a great idea.

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Can confirm this, hence why I rarely share my barrier unless my friend says I need to pick up for the other tanks lack if mit

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I mean, my take is he’s balanced in the most unfun way possible. you can give him resources from an off-tank and lucio speed to allow him to make plays, and combined with his tankiness he can get alot out of well timed aggression, especially if your team knows to play with you off all the cooldowns the enemy is going to waste on you.

I have always asked them to reduce rein’s raw tankiness and stats to give him self enabling utility. like the creator patch where he moved a percentage faster depending on his shield hp so playing hitscan and shooting his shield all game is actually bad. and a speed boost from ladning firestrike really enables him to make plays off of his own mechanics.

I think regardless of format this is the better direction for him. because we all know that at low ranks when rein just has lots of durability everyone thinks rein is broken because the raw stats get value regardless of your skill level. the community changes gave him strengths that require execution, and proper decision making to use correctly. people who don’t understand reinhardt would just complain about having less shield health which is good! characters need to get less value when you don’t play them well.

You don’t balance around the assumption that the other person alongside you is bad at the game, that’s just stupid

They can balance for lower ranks, but explicitly bumping up the power of individual characters because their partner might play poorly is absolutely a mistake

Tank players are, unsurprisingly, finding out that in 6v6 you can’t be an army of one. As a tank main I struggled with this myself, but it’s not the end of the world.

:dove:

You can choose to not be in the middle without backup. When I play, I’m holding an angle so I can back off when I need to. I use my shield to get in place, and that in turn save’s shield health because I can use the cover as a shield too.

That said, yes, I have to health tank too. However, I’m likely have to fight, at minimum, a tank and a couple of other heroes, so Rein himself can’t be strong enough to effortlessly stand up to them by himself without ending up being dramatically overpowered.

I do think he needs some more armor health; he only has the one mitigation tool while every other tank has either two of them, or one that’s multifaceted. Even Zarya’s bubble does three things, but Rein’s shield only blocks damage.

He has plenty of survivability, I play him all the time in 6v6. You know what I don’t do? I don’t stand in the open when my shield is under half, or assume I don’t need to track where the enemy team is because that is stupid.

This game provides a substantial amount of cover for that exact reason. Rein’s shield is intended to provide temporary cover so you and your teammates can move safely between cover spots, and in the entire history of Overwatch, Rein was never intended to be a Zamboni. If you’re not using cover, you deserve to die.

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Can’t say I’ve had any trouble playing Rein, but I am from OW1 days, so I know how to work together with my team and natural map cover to secure space and eliminations. I still would like his 5v5 kit, though. It would flow much better.

Nope. The dps damage numbers are fine for the 5v5 healthpools. And tanks have less hp in 6v6 than in 5v5.

So dmg numbers didn’t need buffing.

Same as healing numbers.
We didn’t need shorter cooldowns and buffed numbers of those for 6v6. Just remove the dps passive. All the other ow2 role wide passives should have been removed as well.

But since they buffed healing, self regen should have been removed from all roles.

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I would disagree with this, personally. You really only notice self regen when out of combat for a significant amount of time.

I will agree that the DPS healing debuff should not be in the game, and they should instead slightly nerf burst healing.

While they’re about it, revert S9 HP and projectile sizes, and all compensatory damage and healing buffs that followed. If not all the way, at least part of the way.

Examples:

Smaller hitscan projectiles from 0.04 to 0.02.
Larger hitscan projectiles from 0.07 to 0.05.

Every 250 HP hero down to 225 HP.
Every 275 HP hero down to 250 HP.
Every 300 HP hero down to 275 HP.
Tracer would be fine going down to 150 HP again.
Widow of course should go back down to 200 HP.

Just a few examples.

And in that 5 second (7 in 6v6) you would have already fetched a healthpack and been back.

Yes please.

The devs could easily shave 10 or 20 hps off the basic heals from supports with the highest numbers.
At least 10 or 20 off burst heal abilities or make them HoT abilities like bap’s regen burst (100hp over 5 seconds)

And smaller bullets would be nice, not only would people hit me less, i’dgo back to landing more headshots (never learnt to shoot above heads to score headshots. So i keep hitting guns, hands and shoulders)

I just looked over the 6v6 patch notes and I struggle to even see what you’re so incensed about. There were a handful of DPS changed in total, most of them having select 5v5 nerfs reverted to how they were in OW1 against 200 HP enemies. Soldier went from 19 to 20, how it was in 1; Echo’s beam went back to 200 DPS on low health targets, how it was in 1; Cree’s fan and Hanzo’s draw speed nerfs got reverted; Tracer’s recent fall off nerf reverted, but she still does 5.5 dmg, compared to 6 in OW1. All of this in the paradigm where every single target is a lot tankier than in OW1. One could try to make an argument that S9 projectile hitbox changes made players’ shots more consistent, but its effect, huge in theory but dubious in practice, at best scales in the reverse order to the rank ascendancy. And I’ll bet that a bronze or silver Tracer that wasn’t one clipping 200 HP targets with 6 per shot, isn’t one clipping 250 targets with 5.5 per shot either, no matter how huge you make her bullets.

Is this your argument to healing getting buffed too?

Even if numbers went back, they could have stayed as is if the dps passive got removed entirely.
Instead they buff numbers, and keep the passive.

Even if the devs had just slapped an extra person into a game with oq numbers, it would feel fine. Nerf tank hp if needed and adjust cooldowns from there.

Bigger bullets alone make a big change in how the game plays.

Supps don’t need shorter self heal cooldowns with a 3 second self regen. The cooldowns were so short because that was the only healing supps had. Now we can just let poke dmg heal on it’s own, so we don’t need shortened cooldowns on abilities like nade and regen burst.

Well, tanks ARE the frontline and team defense. Of course thats a place of high pressure.

Are you proposing that one person should have enough survivability to stand up to 5 players including one of their own then OP role without the factor of their support? Thats absolutely ridiculous

From a personal experience, not so much. I dislike S9 changes with a passion specifically because I used to kill my targets a lot faster in S8 and below. As I said, the projectile sizes getting enlarged looks huge on paper, but in practice I did not see much, if any, of an uptick in my accuracy. All it did is now a lot of my targets live, having more time to run away or take cover, where they were 100% dead pre-S9.

In my case, i started dying in half the time and dropped from plat to gold. Since my enemies suddenly hit me despite my taking cover and strafing.
Really annoying because crouch dodging widow shots stopped working if she still hit your nameplate…

My own accuracy just suffered, because my headshors were no longer headshots…

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What I noticed is a lot of subtle movement tricks fail to work now, and you occasionally just barely take shots around and over walls.
All the same movement tricks work against projectile heroes, but not necessarily against hitscan. This is one reason the matchups between hitscan and projectile became so skewed in favor of hitscan, other than the fact they just have better breakpoints.

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Yes, it’s the entire point of having an off tank is to peel for the backline, cover the main tank’s aggression, and mark a flank route. That’s the thing with 6v6 is that it requires a lot more teamwork as well as people making reasonable picks which they rarely do.

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His numbers now are better. He’s got more shield, more primary damage, more fire strike damage, and he can cancel pin.

I think his HP is the same though. I’d have to look it up to be sure, but I believe that isn’t buffed from before.

Rein players got too used to being indestructible with shield+armour. In 6v6 they get even more shield and still complain about being paper. Can’t win.

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