The recent Season 9 patch and tank patch are steps in the right direction, but we need to push much further. Otherwise, unfun elements like tank counter-swapping will not be fixed at the current dev team’s pace.Even the Creator Arcade Patch will next fix that.
(I’ve been an Overwatch player since beta 1. I switched from playing DPS in Overwatch 1 to tank in Overwatch 2, now ranked mid-Master (technically top 500).)
Listen my words first.
In my ideal game design, Widowmaker doesn’t even exist (sorry for not mentioning that).
Each team should either focus on shooting tanks to win the long-term resource fight or find a squishy target to eliminate.
Spamming shouldn’t be able to kill anyone if players have basic intelligence in a health-buffed patch. It’s similar to how spam alone can’t win games (high-rank players understand why double hitscan doesn’t work).
We need to discuss the fundamental design flaws of Overwatch first by exploring why tank players always feel they are getting counter-picked.
Reasons Why Tanks Always Get Counter-Picked?
My unbiased answer: Tanks Are Too Oppressive:
- Tanks actually have the best tools to “counter” most situations:
- Mitigation
- Superior stats
- Examples of Tank Strength among average players(!!):
- Reinhardt defending the choke, only shield-breaking heroes can interact with a 1600 HP shield.
- A good Wrecking Ball can roll over 85% of DPS and Support picks.
What Enemy Responses:
- Forced to swap to even more extreme than superior stats and mitigation.
- What can beat superior stats? Even more extreme superior stats or “cheat” abilities.
- Examples of extreme counters: Bastion, Reaper, Mauga, Roadhog, Zenyatta, Ana, Sombra, Cassidy, etc.
These heroes are obviously problematic, but the fundamental reason players pick them is that tanks are too oppressive. So, we should overhaul the tank role first before addressing the problematic designs of other roles.
Healthy Tank Design Philosophy:
- Remove excessive kill threats and uninteractive mitigation from tanks.
- Tank gameplay should not overemphasize holding space. Why?
- Not intuitive for average players
- Discourages active gameplay.
- Overwatch’s primary gameplay should be simply hitting your buttons. That’s all.
- Taking MOBAs as an example: you wouldn’t play a 5000 HP champion with zero active abilities—that is a tower/turret.
- Tanks should fulfill their role naturally by actively using and hitting their abilities.
- Tank gameplay should not focus on constant survival.
Proposed Changes:
The numbers are just rough ideas; the underlying logic is what’s crucial.
- Increase Tank Health Pool (+50%) and 50 of total pool in armor
- DPS passive against tanks: -35% healing received and duration is 10 seconds
- Faster Objective Capping Speed (+30%)
- Tank Passive: (Domain Expansion?)
A huge aura that slows enemy capping speed by -35% and increases your team’s capping speed by +10%
- Wanted Result:
- Tanks won’t be bursted down by any means but will eventually be out of HP over time.
- Average tank players can choose to never die if they want to; they can just run away from the battlefield when no armor(a simple indicator for average players).
- Losing the objective is the punishment for retreating too much.
- Dying feels worse than losing the objective for average players.
- Not dying is a huge stress reducer for tank players.
- Reduce Tank Primary Damage (-40%) - other damage can be adjusted.
- Other roles + 50 HP
- Tank ult charge gained by just hitting abilities, not only damage
- More powerful tank ults that can guarantee kills
- Remove or tone down most of the tank mitigation abilities
- Rework tanks to have at least two fun abilities with in-depth playful elements
- Add depth to the tank abilities likes two forms of one abilies
** -Wanted Result:**
- Nerfing primary damage and buffing other roles’ health is the way to make tanks less oppressive in kill threats.
- Rework unfun mitigation, add more fun abilities with depth to tanks to build up good and fun tank game loops.
- If shooting tanks is intuitive and fun for average other roles, just let them shoot. Let it be part of the game. Shooting a buffed target is still better than shooting a shield.
- To compensate for the solo carry potential of a tank, more powerful ults with faster ult charge are the way to carry.
- Tanks can now do whatever they want at the start of the fight. (Free gameplay is a crucial fun factor.)
- Tanks can focus more on strategic plans rather than constant survival.
- Tanks can’t solo kill enemies’ tanks anymore. No more harsh tank counters.
- All change priority to help average level (below master) tank players’ gameplay experience.
Each tank change: (noted that all tanks have -40% primary damage and -25% headshot damage taken)
Winston: 1000 HP
- +15% damage of primary fire when single-targeting.
- Alt fire is nerfed like the primary fire nerf and bounces (chains) between enemies.
- Bubble has two forms: Defensive and Offensive. The first 1 sec when the bubble is placed will act like the current bubble. The cooldown will be counted after the transformation.
- If the bubble range doesn’t have any enemies within, it will be a defensive one and just like the current one with a 7 sec cooldown.
- If there are any enemies within the bubble, it will be an offensive one. The offensive bubble will collapse quickly. It will deal damage, minor CC, and gain 50 overhealth per enemy. Cooldown 3.5 sec.
- Primal Rage: Primary damage 50.
Add more tools with different styles to help Winston players build a fun gameplay.
Mauga: 1000 HP
- Remove lifesteal passive.
- New passive: Add a piece of armor with many scales that cover his whole body, including his head. Shooting the scales feels like shooting the minefield from Wrecking Ball. Each scale counts individually and blocks a maximum of 60 damage. The scales recharge by burning enemies with gun or colliding with enemies with Overrun.
- Overrun has two versions.
- Rework Cardiac Overdrive to a buff that:
- Lowers weapon spray (allowing long-range poke).
- Changes Overrun to a second form that is more controllable, faster, increased range, 4 sec cooldown but no big leap.
Add tactical decisions to maintain sustain for Mauga.
Zarya: 800 HP
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Alt fire is nerfed like the primary fire nerf and the projectile speed is 100% faster.
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Bubble no longer targets an ally. Barrier health: 150 HP(nerfed 50). Bubble now has two types and shares the same cooldown. Absorbing damage still gains energy.
-
Double bubble (cast second bubble when the first bubble is still active) will have different effects based on different combinations.
-
Bubble 1 (red): Primary and alt fire can slow the enemy by 15%. Gain energy by damaging enemies by tickes (max 45 energy).
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Bubble 2 (blue): Primary and alt fire rate +25%, +25% speed (scales with the bubble health, lower buble health will be lower speed).
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Double red bubble: Refresh red bubble effect and create an aura that reduces 30% damage taken by allies. (If Zarya bubble is destroyed, all the effects will be gone.)
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Double blue bubble: Refresh blue bubble effect and create an aura that speeds up 30% to all allies.
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Blue + Red bubble: Gain both single-bubble effects.
Can cast a second bubble when bubble have no charge. But will be disabled for all abilities for next 10 sec. Gain 35 energy (overheat) after this action.
Make bubble management more dynamic. Let the enemies against Zarya intuitively shoot the bubble.
Roadhog: 1200 HP
- Replace Pig Pen with Concussion Mine (Junkrat like).
- Take a Breather: Keep the heal regen but less damage reduction.
When taking 1/5 amount of breather, it will enhance the next abilities. It can be stacked up.- Enhanced Hook: Range will be 45m, but only pull 1/4 from Roadhog to target.
- Enhanced Concussion Mine: Bigger knockback effect and damage. If knocked yourself, deal damage and slow to enemies when landing.
Add more combos to Roadhog’s gameplay. For example, jump up to gain a better angle for hooking enemies. Hook enemies into Concussion Mine. Knock people out from cover and then hook them. Slam targets after super hook.
D.Va: 1000 HP
- Matrix can now block beams, 1.5 sec duration, cooldown 5.5 sec.
- Rework Missiles to a long-ranged projectile that does 240 damage max with 2 sec cast time and locked in the air while casting.
- Boosters: 3 sec and gain ult charge by hitting.
- Self-Destruct: Default with a cast direction that overrides the boosters. It will pin enemies if it collides but without hard CC.
Matrix not working against beams is just low-level Pokémon weakness design.
Junker Queen: 800 HP
- Shout has two versions: Big Shout and Small Shout. Shout has 0.5 cast time. If you hold the button, it will be Big Shout; otherwise, small. Small Shout just costs half and does half and only speeds herself.
- Hitting any abilities will shorten the cooldown of Shout. Nerf the shout impact on allies.
- Jagged Blade: it (nerf 20 thrown hit damage compare to current), 4.5 sec cooldown, and infinite range.
- Carnage: (nerf 20 thrown hit damage compare to current), -1.5 sec cooldown if interrupted.
- Rampage: Casting time will be unstoppable and have no direction limit, including vertical (Alternative: Having two charges of ult dash).
The gameplay may speed up to gap close to Jagged Blade and Carnage to enter the cooldown reduction loop.
Orisa: 1000 HP
Rework Fortify to a movement ability:
- Target an area and then charge there. Just like a combination of Shadow Step (Reaper teleport) and Meteor Strike (Doomfist).
- 2 sec cast time.
- Deal damage on the path. Deal damage and slow in the destination.
- Have the current fortify effect during casting time and last 1.5 sec more.
Rework Javelin Spin:
- Two swipes that deal AoE damage in an arc.
- The first swipe will block everything in front.
Ultimate Rework: Enhance the next ability casted
- Enhanced Energy Javelin: Deal AoE stun and damage.
- Enhanced (Reworked Fortify): Pin the path of enemies. Deal more damage.
- Enhanced (Reworked Spin): Bigger radius, more damage. Second swipe pushes all enemies.
Encourage orisa to have active action.
Reinhardt, Sigma, and Rammettra are particularly challenging to rework due to their emphasis on holding and controlling space.
Wrecking Ball and Doomfist have a different challenge,
as they already have complexity and active gameplay mechanics.
I don’t have ideas for them now.Here is my draft.
Reinhardt: 1000 HP
- Primary attack will get faster up to 50%, just like the mirror watch passive.
- Shield: 700 HP but regenerates 33% faster, decreases movement penalty.
- Absorbing 350 damage will gain an additional firestrike charge outside the original cooldown.
- Firestrike projectile speed will be 33% faster with 110 damage (-10 damage) and +12% movement speed when on-hit.
- Charge only goes 15m. Allows some kind of vertical movement at the end of the charge.
Sigma
- Primary attack will get faster up to 40%.
- Kinetic Grasp: Gain attack speed instead of overhealth.
I still have many DPS and support rework ideas, such as an ability to replace Mercy’s damage boost. However, this is already lengthy , so I will stop here for now.
Hopefully, the devs will take a look at my suggestions, even if they think they may not work at all. Overwatch 2 is currently in a precarious state, as shown by OWCS and Twitch viewership. No one care much about overwatch anymore.I strongly believe Overwatch 2 needs a substantial patch to initiate its uphill comeback. While making significant changes carries risks, it’s preferable not to let Overwatch to continue as a mid-tier game that die slowly. Overwatch 2 is just not enough new content for old players to invest . Moreover, there are still some unfavorable problems in the current gameplay.
If the devs see merit in my ideas, they may even consider hiring me. I have a deep passion for Overwatch and am committed to its improvement.