The tanks. A vital cornerstone of Overwatch really doesn’t feel like the word that they are described by. I explain more in this post.
While the armor part has been explained to me, and I still think that armor can be way more than just a flat damage reduction that noone really notices, that is besides the point.
The tanks being what I said they are has more implications than just the tank role. The supports, the DPS, everyone is affected by this.
The support
The supports currently have to baby the tanks due to the reasons stated above. This is why utility supports are kind of a paradox, since a lot of the tanks that we have in the game currently would be utility supports with a lot of hp if the tanks were to be reworked to be actual tanks and not utility supports with a lot of hp. We see these support fights and ever increasing complexity with playing supports and outhealing the dps from the enemy team because the damage that the tanks are taking a disproportional amount of damage for the amount of hp they have. It's like an arms race.
The DPS
While the ways that the tanks being absolutely terrible in this game doesn't affect the DPS category as clearly as it does the support category, I still think that it is important. The DPS are currently kind of useless. If it weren't for 2-2-2, the DPS would probably be the least played category in the meta. This is due to the simple fact that a lot of tanks have around the same damage as the DPS have, plus utility and the health that comes with the tank.The tanks
But by far, the worst effects of tanks being garbage is felt in the tank category. It just doesn't feel fun to play tank in most matches because you don't feel like a tank. The reason why the GOATS meta even became a thing is because you have these tanks, with their relatively high dps and missing tankiness, with their own pocket support filling the tankiness gap. The GOATS meta was basically what would happen if you gave a tank the tankiness that tanks in many games have. The difference being, the tanks in Overwatch do way more damage.
How do we fix this?
This is just my personal opinion, and I am by no means a game designer or a balance professional. I am just giving my 2 cents about this problem and the way the devs can fix it.
I think that the tank category should be completely reworked, giving flat out traits and passives to them to make them more tankier.
Secondly, the amount of health they have should be increased substantially. i'm gonna take Orisa as an example here. Orisa has around 100 more health than Bastion in his turret mode. Once you account for the giant head hitbox that Orisa has and the overall bigger hitbox that the tanks have around the board, it almost evens out. She is basically reliant on her fortify to be a tank. Tanks should be just that. Tanks.
Thirdly, the thought of a tank should be revised a little. What I mean with this, is that nto all tanks have to have shields. I think tanks like Hammond are a great example of what tanks can be. Not all of them have to have a shield that is an integral part of their kit. Tanks should create space, and there are a lot of ways of making space other than just putting a shield.
What do you think about this issue? Do you agree with me or do you have a completely different view about this problem? Discuss!