My dps queue times are sky rocketing. It happened first in comp and now it has bled over into QP. My dps queues in QP are averaging 9 minutes now…
At the same time I’m getting double shield in all my comp games and in a large number of my QP games too. I don’t want to play Rein. I don’t want to play Orisa (although I used to). I’m ok with playing Sigma but I’m not that interested in the hero to queue up for tank regularly.
As a result people are fleeing from the tank role and I don’t blame them. It’s a shame when people would rather sit in a queue for 10+ minutes for dps than <1 minute for tank.
We’ve isolated the problem now. We know It’s double shield so now It’s time to do something. Whether that be a one barrier limit or just a nerfing of barriers or a buffing of other tanks. But it’s clear at this point that double shield is very unhealthy for the game.
I think nerfing barrier again is risky because you might make double barrier mandatory since 1 is too weak alone.
I don’t know how I would fix everything but I thought about
an Orisa change: lower her damage by 1 or 2, which reduces her poke ability (ie the archetype of double shield comp) as well as reducing her strength against barriers (ie not mandatory against barriers, reducing the incentivization to play mirror against double shield).
Yet the hero isn’t specifically overpowered and I’m against pure nerfs so I would give a compensation: reduce the slow effect while shooting by 10 or 15%. With that,Orisa is a bit better in rush comps and gets better with other tanks than Sigma.
The dev team cornered themselves into this hot mess. The game is very boring with all the shields and choke points. With orisa and sigma sitting at paris. You just want to quit.
You make it sound like everyone meets at the choke and then sits to discuss the politics of what they are doing…
To me, breaking through choke, or the stand off before doing so, is one of the most intense moments in a game besides an outright close range brawl. What you’re doing during this time is determining, actively, who wins a team fight and progresses on the map. That’s exciting and the process of overcoming 2x shield on any map, even if your own team is dbl shield vs theirs, is fun and adds more dynamic to the game rather than playing Counter Strike.
You think in open queue, at choke point there will be widow fighting hanzo, soldier fighting meccree? Heck no, my friend. Shields against shields. That’s what the dev team make the game into.
You mean adding more boring elements to the game right?
After Sigma and 222 Orisa has mostly received nerfs aside from +50 more armor.
Barrier got CD nerf and HP nerf
Fortify got CD nerf and dmg resist nerf
Halt got nerf too
They even nerfed her M1 dmg, but then they reverted.
She’s hard to play with uncoordinated teams, her barrier lost its purpose, too easy to break or can be ignored by passing through it or shooting from its sides. When played as a solo barrier all you do with Orisa is get into a place spam shots and try to survive/resist, but you get speed penalty and can’t even run for your life. Nothing seems enough and you’re dead without hard pocket babysitting.
Watching her on OWL she seems fine working good, you try her on average ladder you’re beaten up, reported and almost banned. Plus the fact that her gameplay is not appealing she just don’t get much play on average ranks anyways.
Because imo, there’s an underlying problem that needs to be addressed not bound to balance because we exist both
In 222
With lower tank power than ever before
Lower heals than some x seasons
have stronger dps than ever
And still the go to “meta” is one we’ve seen before, over and over and over again.
Safe , secure plays have been every single meta except dive…despite changes to the core of the game, balance and new heroes the meta is always around tanks and safety blankets.
This isn’t a double shield issue .it’s a deeper one