Oh you are right, miss read this line.
which still doesn’t make any sense either way.
Oh you are right, miss read this line.
which still doesn’t make any sense either way.
It should say “starting in diamond” which is my fault.
just get rid of the tank role, no more bottleneck problems once you integrate dps and tank role togethor
if you want a three dps comp thats fine, your loss for not using the most powerful role in the game
Oh ok got ya, got ya.
ya if i’m not mistaking thats how the game always is becuse they want to mix up the top 500 ladder and give that bit room to grind back into their place.
With the MMR in the back ground mostly putting them with players that are also in the same boat. At least that’s how an old devlog explained it.
Or I can still be misunderstanding what you mean by that.
I think their tank patches are NOT for the fun/popularity of the tanks.
It is clear that the character needs a buff when it is vastly unpopular. But how? The answer is DPS.
Popular(fun) dps usually have higher skill expression. That is because the fun in PvP is to show diff against the enemey after all. You’ll get almost no value without effor/skill but the good play rewards very high by design. They only get the best moments. High skill ceiling values good play, while low skill floor shrinks the skill expression and makes your mistake stands out.
But the tank patches focus on lowering skill floor. Higher value by doing nothing. Such buff works in OQ, where your team can have more tanks than the enemy team. You can show diff just by picking tanks. Indeed, tanks are even more rampant in OQ buffing by lowering skill floor, but not much in RQ where those passive buff has the same effect as the enemy team. It just gives them higher responsibility/pressure, and most of all, makes other roles unfun without making tanks fun. Yeah, when they do the same thing more and more, it could balance q times in a negative way.
I don’t think the devs didn’t know such simple facts. It more feels like they actually don’t care much about tanks’ fun/popularity. It seems what they really wanted is just to make OW a complete RPG game. Bigger bullet size that anyone can hit, less headshot value, various passives and etc.
Idk it could work, because OW has little gadgets for RPG gameplay. Only a few simple abilities per charactrer, no character progression, no items and no dynamic environment. But yeah, it’ll be more clear in future what they really had in mind.
To my knowledge, which may be outdated with the comp rework. Top 500 is the 500 highest rated players in a given region with more than 50 games played. It may be that tanks are all playing quickplay, but with it starting so low it also suggests that there just aren’t many tanks playing the role at the moment, like, at a historically low level.
howdoes this make tank the bottleneck, if lets say more people want to play tanks?
Tanks awere not overbuffed. I think you forgot how tanks were before the 20% heal debuff.
Ok so I’m getting what your talking about now.
So this isn’t new, this did happen in OW1. Especially before cross play was a thing. And not helped by losing china as a whole from that server que.
Tanks did dip back then to, be it QP ques have been fine and dandy on my end.
The devs, for whatever reason, still think that the problem is just in tweaking the numbers instead of complete reworks of the tank role and the game format.
I think I know the reason behind this approach. It’s most probably money.
Reworking heroes and roles is quite expensive, because it’s equivalent to creating new heroes in terms of designing new abilities and making the right animations for them.
Blizzard already invested quite a bit in team 4 to make OW2, but most of that investment was thrown away.
Still, they need to recoup their spendings.
The current business model consists of milking what’s already done with minimum budget possible.
I doubt Blizzard will ever invest big money in this franchise after all the bad PR it got throughout the years.
But I hope I’m wrong.