Sleep shouldn't work on tanks

Lets face it, it is still used 99% of the time on tanks and hard CCing the tank for 5 seconds is unacceptable in the 5v5 format.

Hard CC sucks in general and while I think Ana should also eventually lose it (like every other hero), it is currently somewhat acceptable because of the general lack of CC, so just Ana having it is bearable. Stinks of favouritism though.

However, while it might be fine from a gameplay perspective for it to work on squishies, it certainly isn’t for tanks. Tanks should not be shut-down that easily.

Instead I think it should stop all movement on a tank momentarily (0.5 seconds) and stop offensive abilities/primary for 2 seconds.

This allows the Ana to still get away but also allows the tank to defend themselves and back off while the effect is applied.

9 Likes

Why does sleep dart work on Dva mech.

23 Likes

I agree, Tanks also shouldn’t be affected by Anti-Heal or any other status in the game for that matter. They should also have a grace period of invincibility as if they’re standing in a Bap immortality field.

6 Likes

tanks already benefit enough from the reduced knockback. it would be pathetic to add an additional role passive entirely reliant on a singular ability

6 Likes

PAUSE. No. I just hit gm and top 500 on rein and yes, i should have to dodge sleeps

7 Likes

I think having a reduced sleep duration on tanks would be in line with the tank passive. It would still be effective, but a little less frustrating to play against.

4 Likes

You don’t dodge sleep darts, you block them. If you play tank without ability to block them you’re kinda screwed against Ana. Especially anti-nade, sleep at least can be sometimes baited around corners.

3 Likes

at a distance you can dodge em, least i do

1 Like

I can sleep Ram in Nem Form, Hog or Ball when he is slamming with like 90% consistency. It’s so trivial to do. Queen takes some skill at distance but she has to close gap to you to be a threat, so you just wait until she comes to you and it’s easy as well.

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Not really an issue unless you’re playing Wrecking Ball. But we need some kind of hard CC against the hamster.

6 Likes

Yeah, anywhere beyond like 20-30m makes it dodgeable. Or able to be misdirected w/ movement. And if you’re in Ana’s grill… THAT’S WHAT SLEEP DART IS FOR.

That and oneshotting people from 60-70m away if you have impeccable timing, the ability to shoot the sleeping target, and good nade aim.

Question is… why would you sleep tank from so far away when they have to get close to you to be a threat? Against dive tanks it’s a waste to sleep them from far away and it leaves you vulnerable, against brawl tanks just nade them, it will kill them more often.

3 Likes

Yes give tanks an Ak-47 and +200hp.

Yeah, it tends to be the case with ‘annoying’ abilities. They’re usually a necessity to prevent something equally, if not more annoying from running rampant.

2 Likes

Winston with ak47 and a new rio map hey count me in sound good

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Agreed. Each tank also should have a parrot on their shoulder that they can send off after enemies with long range attacks.

Funny how they had to remove flashbang for the sake of tanks but kept a 5 second hard cc.
But its “iconic”, as if flashbang wasn’t.

I don’t think it should “not work” on tanks but i do think it should be significantly weaker on them

5 Likes

You know were I a conspiracy theorist I might wonder if it’s coincidence that the one non-tank CC they kept was the one that’s best against tanks and worse against non-tanks (due to their much smaller hitboxes)

Because sleep from a distance can lead to saving a teammate or even enabling a pick. If the tank’s napping for 5s, he’s not peeling or taking space.

Always thought it would be hilarious if sleep duration was based on max hp. Beefy tanks like Roadhog or Ball would only be down for a second, while wisps like Tracer would be asleep for 10 seconds. :smile:

Not balanced, but funny.

2 Likes