This is probably pointless, but I just want to get it off my chest.
- When OW2 released, tanks got 150-200 more HP across the board to make them more popular. It worked for one season (because it was new), but then players got wise and queues slowly bottomed out over several seasons.
- In season 9, tanks got less tanky and the queue crashed. That’s ok, we just have to make them tankier again and problem solved right? Well in season 10 we give them headshot and boop resist to compensate. Queues don’t budge.
- Present day, the devs have identified the problem: tanks still aren’t tanky enough and the wrong tanks are meta. Lets talk about that.
Is being tanky fun?
I don’t think it is. A big part of the fun of PvP games is being able to make choices and the biggest feedback about tanks is having a lack of agency. Being tanky doesn’t give you any extra choices or agency, in fact it dilutes the choices you do get to make.
Damage, utility and mobility are interesting because the choices of the player dramatically changes how much value you get out of these facets. To deal damage you have to make a lot of small choices and execute one or more skill checks. That’s why DPS is so consistently cathartic.
Survivability on the other hand, doesn’t create a lot of choices. You can choose when you are open to taking damage, and choose to go places that squishier players can’t go (the point or a choke), but that’s really it. That’s why it often feels like you can’t carry a game as a tank, but you can throw; because you just have less choices compared to other roles since your main tool is survivability.
The game needs to move away from an MMO-conforming “tank” role. Survivability is not interesting enough of a mechanic to create a whole role around. This lesson needs to be learned or OW will never solve its queue bottleneck problem.