Tank is immediately awful again. If you play armor

The fact that they face one another in every single match

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That’s not a justification.

That’s just describing things that exist, then declaring it’s self evident that a specific methodology get used.

What a cop out.

It’s professional malpractice if you work in Game Design, but don’t understand what a “Game” is at an abstract level.

Yeah so you’re doing the Grey Falcon thing again, pretending that you understand something that you clearly don’t, then just asking entirely irrelevant questions, and acting indignant rather than actually engaging on any topic.

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Dude, you got the audacity to try to pawn off a logical fallacy as a justification.

Just declaring something to be true, doesn’t mean it’s true.

And I genuinely don’t know how you got to adulthood believing that’s appropriate behavior to try to pawn off lies as fact.

So you also don’t know what logical fallacies are now too?

Yeah, it’s a classic “A Priori Fallacy”, to claim something is self evident.

Either back yourself up, or don’t act like you did.

Armor is in it’s second worst state that it’s ever been, yet simultaneously the most annoying to deal with that it has ever been.

The transferred tank busting power from the few and the weak into the hands of the many and the strong. Reaper, bastion. The only two DPS that could “tank bust,” but were also required to be point blank, in the enemies face in order to do mediocre damage (especially in comparison to their OW1 states).

Blizzard’s solution? Give half the DPS roster, characters who can sit across the map, the ability to tank bust more efficiently with a tenth of the risk. Truly genius beyond human comprehension.

A priori fallacy has literally nothing to do with this discussion, at all, in any way, shape or form.

There is no necessary justification for whether two roles face each other in the same game that they need to be tuned taking each other into consideration. Things that interact must have that interaction recognized and tuned.

That isn’t an “a priori fallacy” any more than “the sky is blue” is.

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While theres only 1 tank, the role role will be the most dependant on their team to do their job but theyll be the first to be blamed when things go wrong.

Sure on ppaper tanks are strong but in thrle reality of the game they feel horrendous to play and most games are not enjoyable.

Not every tank has a “no” button or one that is consistently effective against storm arrow lol, and let’s not even get into how it’s 10x more effective against non-tanks. Bastion simply ceases to exist when getting targeted by it and has no option other than run and hide or pray he misses.

Queen’s shout gets erased instantly by storm arrow
Mauga’s overdrive requires him to be blasting the tank or a massive squishie to avoid being erased by storm arrow
Storm arrow lasts longer than Doom’s block
Storm arrow melts Zarya’s bubbles, not to mention if she’s used both she’s erased by storm arrow

Is that so?

Granted, the Role Queue lobby menu does have Role vs Role Balancing.

I.e. Everybody suffers from bad Queue Times and Matchmaking issues, if they don’t have enough Tank players.

Which somehow queue times isn’t a part of your “must be equal because they exist on same server” gimmick.

As long as the teams are equal, and the players have enough viable hero choices in their role, that’s Balanced.

That said, there are “Qualitative Counterplay Issues”, which are not really a Balance issue. And more of a minmax on reducing player frustration levels with an aim of minmaxing the total active players.

So yeah, is it an optional, nice to have, aesthetic issue, that factors in to player retention, and needs to be weighed against other player retention issues. Sure.

But that’s an optional extra. And it’s going head to head with queue times and matchmaking quality.

You are doing the exact same GreyFalconing that you always do. Link something unrelated to the discussion about a completely different product with a completely different set of variables and a completely different set of design docs and pretend it has a bearing on the present discussion.

It doesn’t, and you haven’t even defined any parameters anyhow, it’s the vehicle that makes you think that being slippery and vague is a legitimate way to discuss topics like this.

Every single interaction in a game needs to be defined. This is as basic game design as there can possibly be. This extends to chess, tic tac toe, and every single other game ever made. A game in essence is structured play, usually with rules and goals.

Not all definitions must be tuned in every game, since many of them aren’t interactions which have a direct bearing on the outcome of the game, for instance are things like line of sight checks, collision checks, object interactions, etc, UI, display, controls, sounds, etc. Every single component interacts with something or someone.

In an online shooter, all player vs player interactions must be tuned just like every chess piece must have defined movement, attack blocking, special moves, etc. They aren’t always the same (see chess vs Othello for pieces with individually defined roles vs all pieces functioning identically). The rules vary from game to game, and pretending that because in one game, there are rules, that this is a universal truth is just wrong.

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Can you name me any kind of Choice where having enough Quantitative Value and enough Unique Qualitative Value isn’t important for making a compelling set of Choices?

Any kind of Choice, in the entire world.

idk if im just rusty on hog or if he’s terrible rn, but he seems SO hard to get consistent games with.

lot of effort when you can just play mauga and brrrrrrrrrrrrrrrrrrrrr till the cows come home. his breather feels like a drop in the bucket sometimes.

idk tho i could just be really rusty

Stop with the obscurantism already, you’re being utterly ridiculous. Having “enough value” or “value I like” means absolutely nothing when that value is without context or undefined, and also no one is arguing that there are choices not based on perceived value.

The number of strawmen you have built in this thread alone are worthy of consideration by Guiness.

At least rein is slow and very short range so you dont can play around that.

A dva is fast, with better range, very low cooldowns

And there is a difference between shooting at DM and rein shield.

Shooting rein shield is actually usefull.
Dm…wether you shoot or not, there is no difference.

Not with charge….

This isn’t ow1 lmao

Every Tank has a defensive ability. That’s a core part of their template, whether it negates damage or significant reduces damage, it is there.

As for whether Storm Arrows is more effective on non-tanks, that’s harder to say. Most players don’t seem to be landing a bulk of the arrows on cooldown.

And thus, reduces the damage to her health. A cooldown well-spent and timed.

Mauga also has armor, direct damage resistance with Overrun, and generates some limited overhealth.

More evasive than the other tanks, as well.

And in return, gains significant energy for more damage.

Now let’s add healing from other sources in the equation as an additional mitigator to Storm Arrows.

I mean it just goes to show the Devs have no idea what to do with tanks.
Spoiler: the answer is 2 tanks per team.

And not all of them are effective against storm arrow.

She still is either dead or on the verge of death. Shout does nothing to protect her from storm arrow.

You mean the armor that’s weaker against storm arrow now?

Overhealth that Hanzo chews through in an instant.

Or just flops over and dies before she can use any of that damage because she has no mitigation anymore, especially against a coordinated team that chooses simply to keep shooting her rather than worrying about bubbles.