its CC. Its always been CC and it will always be CC because CC takes away your agency.
You can make a tank fun and cool with a bunch of unique abilites, but players won’t care because being a CC sponge isn’t fun and fun will always be what determines player retention to a role.
Skill based CC only exacerbates the problem because it incentives targeting a tank since they’e the easiest target to hit.
Every CC ability added makes people not want to play tank.
Support hero abilites should rely on escaping and survivability over CC. DPS should have very limited CC.
In fact, I feel like CC should be limited to the tank role entirely. Supports heal, DPS damage, Tanks displace.
The devs seem hellbent on making the tank role miserable then get confused when no one wants to play tank.
Mizuki is actually the one who drove me to make this post. His CC is way too easy to hit and punishes tanks by far the most. He already has an escape ability, why does he also need chain?
Mizuki is about even with Ana in terms of frustrating CC to deal with
So dps and healers are stuck at the mercy of the already raid boss tanks and you want to make it so the tanks with the most movement to be unstoppable? The current cc is nothing compared to old overwatch. Doom, ball already have some good perks that stop cc as well which I find annoying. Yes good players can pick off tanks easily but, that not the whole player base, having something to stop a tank from attacking you as a dps or healer shouldn’t be removed otherwise I’d feel like more people would quit of the frustration of not being able to stop a hypermobile tank. Mauga has a charge which you can’t cc while he’s in it, yet rein can get blast and stopped with his. I understand cc can be frustrating but, there needs to be some way of stopping tanks from just wiping everyone else.
that’s why I said prioritize escape and survivability, that way it becomes more of a game of cat and mouse rather than just “you can’t move anymore
it gives more agency to both the support player and the tank player to be better at movement and timing their abilities while also making it so no one is forced to give up control of their character for a few moments
Heck soft CC like brigs whipshot or Lucio boop is totally fine, it’s the sleep dart, the chain, the freeze, and for hogs hook it shouldn’t have a stun since repositioning with hook is already powerful
That’s how you get people to actually play tank. By making it so it’s not masochist simulator
As it is, supports are typically out of range for the tanks to deal with in the first place. You beat a tank in a 1v1 by not letting them close the gap and not getting into a 1v1 with a tank in the first place. If they do supports should still be able to outmaneuver them but absolutely not out damage them.
Ana should be punished just as much as widow is for allowing that gap to be closed, and I feel like that philosophy should apply to most supports.
And I totally agree, DPS should be able to out maneuver and out damage tanks for the most part which I do feel like they do, though the damage ability of tanks is balanced by their much larger hitbox
Something has to change because 5v5 did nothing to solve the tank problem and from what I’ve personally experienced and seen others post online, CC is the main reason why tanking isn’t fun
You’re not wrong, but you’re like one step away from the actual problem with Tanks.
The problem with Tanks is that the role is so incredibly powerful that it DEMANDS that you play around the enemy tank or lose. It DEMANDS that you CC Doomfist or Ball. It DEMANDS that you play Ana or Zen into self-healing tanks like Hog/Mauga.
The game demands that you dedicate the most resources you possibly can into countering the enemy tank, or you just straight up lose because Tanks are so ridiculously overtuned that they will run you over otherwise.
the solution to the tanks in 5v5 is to not have 5v5. 5v5 exists purely as a symptom of tanks being unfun to play as and because the devs never addressed the real problem, tank remains just as unfun as it did before OW2
The game is designed around 5v5. Even if you change the numbers for 6v6 it doesn’t change the fact that Blizzard design tanks around having huge weaknesses because 5v5 design is first and foremost in their mind.