what problem fixed? because I still play into smurfs. So it fixed nothing.
No thats way to much to start with i still think tanks needs it but make it 30% while also getting 30% reduction on damage amps, damage boosts anti heal, cc, and knockback
Ah yes, Brigās inspire which is 1hp/s weaker than Lucioās healing song.
2-2-2 had to be implemented because there was no way to nerf tank stacking without also nerfing tank synergy. 2-2-2 was also inevitable since it was not uncommon to have games that consisted entirely of dps on one side, and a balanced team on the other side.
The global shield hp nerf was necessary, since dps players considered shooting at shields to be boring. The more time they have to spend shooting at shields, the more boring the game is for them. They couldāve fixed things like double shield and double sniper by simply adding restrictions like āOne shield tank per team. One sniper per team.ā
No it hasnāt.
50% less of the headshot damage
Would be 1.5x, instead of 2.0x
Which is 25% less damage on the attack
I get the math i just think it should follow the passive at first and if it needs boosted then up it after
just lower Tank HP a bit.
yes, lets turn them from the paper machƩ piƱatas that they currently are now into something even easier to destroy. Sounds like a plan, Stan
Fair enough, if they do it relatively quickly.
Although I find it easier to do ātoo muchā testing in terms of
āItās easier to understand if a shoe is too tight, than if itās too looseā
Plus it not just the head shots theirs alot more bing added to my passive idea
Plus it not just the head shots theirs alot more bing added to my passive idea
Wonder if you thought of something I didnāt
Tanks Passive: Expanded
- Ultimate charge given to the enemy team reduced by 33%
- Critical damage headshot received reduced by 50%
- Almost all CC reduced by 50% effect and duration
- This includes Knockback, Stuns, Sleeps, Earthshatter, AntiHeal, Hack, EMP, Freeze
- Exceptions being Grabs/Snares/Slows, i.e. Charge, Hook, Trap, Graviton, Gravitic Flux
- Earthshatter is passively bodyblocked by Tanks
Comments: Allows tanks to hold objectives in a reduced barriers environment, where they are going to get hit by a lot of damage/abilities that barrier-spam would have otherwise blocked. Earthshatter bodyblocking is there to reduce āRein or Loseā in the bottom 90% of ELOs.
i agree but i know why they did it. you need changes with this game or people get bored. i mean i was excited too see what would happen. of course i dont like it and wish for season 8 again but hey i played world of warcraft and i always liked the constant change
at first then i got tired of it lolā¦ i guess they know what will happen since the have the sales retention figures. years from now there might be a CLASSIC OVERWATCH
Earthshatter is passively bodyblocked by Tanks
way to big of a nerf to rein
- Ultimate charge given to the enemy team reduced by 33%
- Critical damage headshot received reduced by 50%
- Almost all CC reduced by 50% effect and duration
- This includes Knockback, Stuns, Sleeps, Earthshatter, AntiHeal, Hack, EMP, Freeze
- Exceptions being Grabs/Snares/Slows, i.e. Charge, Hook, Trap, Graviton, Gravitic Flux
i would reduce slowes but it cant effect grabs because they are a weird cc.
I think if we are keeping role passives tansk passive needs an up date i think the tank passive is a bit ridicules with how against some teams it literally doesnt offer anything but against others its worth alot more so i prepose we change the passive to be a 30% reduction accross the board except for base damage. So it would be 30% reduction on cc, slows, knock back, head shots, anti heal, damage boosts, and damage amp. I think this would help make their passive better overall instead of just bā¦
this is what i had in mind to start with and change it from there
way to big of a nerf to rein
Well this was before Kiriko being a thing
the cc nerf is enough of a nerf to rein IMO even before the fox
Ah yes, Brigās inspire which is 1hp/s weaker than Lucioās healing song.
And itās also double the raidus so Iām not sure what your point is here. Further to that, it used to be both double the raidus and double the healing at the time in which Multi-Tank (by which I mean three plus, I.E. āSlambulanceā and āGOATSā) comps were meta at 21 HPS. Thus I stand by my point that it was a problem that enabled those comps.
2-2-2 had to be implemented because there was no way to nerf tank stacking without also nerfing tank synergy.
As Iāve explained it wasnāt tank synergy that was the problem. It was Briggitaās Inspire in combination with Moiraās Biotic Grasp (although the former was the far bigger issue). This is evidenced by the fact that a few months after Ana was released, they nerfed her Biotic Grenade as it was starting to enable Multi-Tank comps so they nerfed it down from 100% healing increase to 50% and itās druation reduced from 5 to 4 seconds. Funilly enough, after they did that, multi tank comps werenāt seen again until Moira was release who, you guessed it, had AOE healing.
2-2-2 was also inevitable since it was not uncommon to have games that consisted entirely of dps on one side, and a balanced team on the other side.
I do agree though that this is something that was a possitive benefit of the format change and I made a point about that in my comment as you can see below:
Note that 2-2-2 did fix the problem of five damage heroes and a Mercy comps throwing away games in Quick Play and Competative but thatās a different discusstion.
(although as mentioned above it was a nice quality of life change for less coodinated game play settings like public Quick Play and Competative games)
The global shield hp nerf was necessary, since dps players considered shooting at shields to be boring. The more time they have to spend shooting at shields, the more boring the game is for them.
Thatās a fair point about shooting shields being boring however that was enabled by Bapitistes Immotality Field (hereafter refered to as āLampā) since it could keep Sigma alive and thus prevent his Experimental Barrier from being destroyed by killing meaning that you had to āchewā though the shield. If Lamp was an ult then there would be nothing to stop a Damage player switching to Junkrat and using Rip-Tyre or a Tank player from switching to D.Va and using Self-distruct to just blowing him up and taking down the Experimental Barrier.
I donāt deny that on release Sigma had a bloated kit for the format and to this day possibly needs some looking at but it was Baptiste that shut down any sort of counter play using those kinds of ultamates or in more tactical terms āgame-state solutionsā.
No it hasnāt.
Thatās not a counter argument. Thatās just you stating that you disagree with me which seems self-evident given your attempts to refute my point above.
But now the DPS passive is OP, tanking sucks as a whole, and a large amount of heroes completely suck due to HP changes (Junkrat, Sym, Illari, etc)
It is true dps are now more powerful, but frankly it is cause they apply the debuff which gives them equal or similar value too the other roles and can impact or sway fights. How is this bad?
People have been saying tanking sucks for years, so what is the solution? No one wanted to tank in 6v6 and no one wants to tank now. The premises of people tanking can not be tanks are just ridiculously more OP than now.
Also before you spew no sea about tanks not being OP or genuinely the basis of the game how many 4v5 have you won without a tank? vs losing a dps or a support?
The problem prolly lies elsewhere as in nobody likes too tank in video game. Especially if there is no massive benefit. Simple.
Some heroes sucks - a lot of them sucked before - some heroes have improved. That is the course of the game.
But now the DPS passive is OP, tanking sucks as a whole, and a large amount of heroes completely suck due to HP changes (Junkrat, Sym, Illari, etc)
The thing is, most of the community is ok with this heroes being trash, what is really sad but if you look at the forums, most dps players want to keep playing hitscan only, because āskillā.
Iām having fun on tank (most tanks). The gameplay is slightly different but Iām honestly okay with taking cover now and again. Iām generally getting most kills and damage in lobbies and having fun win or lose. Just my experience anyways shrugs
Part of me believes I will wake up to an Overwatch that took some degree of effort to aim well.
Me with 6v6. I of course know that will never happen.
But I keep dreaming.
This is what you get from Full Sail University dropoutsā¦
And itās also double the raidus so Iām not sure what your point is here.
My point is that the AoE healing is not nearly as strong as you think. Especially given that itās a HoT. Itās double the radius, because unlike Lucioās healing song, Brig has to deal damage to activate it and continue to deal damage to keep it active consistently.
Further to that, it used to be both double the raidus and double the healing at the time in which Multi-Tank (by which I mean three plus, I.E. āSlambulanceā and āGOATSā) comps were meta at 21 HPS.
Thatās where youāre wrong. Inspire was buffed December 2018 from 16hp/1.5s over 5 seconds to 16.66hp/s over 6 seconds.
August 2019
Inspire buffed to 21.66hp/s as part of Brigās lite rework for RQ. This was that weird experiment where they tried to turn her into a main healer. At no point in time has the radius of Inspire been increased.
Prior to Brigās release, Slambulance featured Hog. While Moiraās healing was integral to the composition being successful, Lucio was also integral to it. The same way he was integral to GOATS.
As Iāve explained it wasnāt tank synergy that was the problem. It was Briggitaās Inspire in combination with Moiraās Biotic Grasp (although the former was the far bigger issue).
As we can see during the GOATS era, Slambulance was viable and Brig was swapped out for Hog. There was also GOATS, but with Sombra instead of Brig. So, no, Inspire and Biotic Grasp were not the problem.
This is evidenced by the fact that a few months after Ana was released, they nerfed her Biotic Grenade as it was starting to enable Multi-Tank comps so they nerfed it down from 100% healing increase to 50% and itās druation reduced from 5 to 4 seconds. Funilly enough, after they did that, multi tank comps werenāt seen again until Moira was release who, you guessed it, had AOE healing.
Multi-tank comps fell, not solely because of the nerf to Ana, but because D.Va was nerfed. D.Vaās pick rate plummetted, Ana remained mostly unaffected by the nerf, and damage heroes were able to rise up in her place since they were no longer being shut down by her.
At every turn this has been a support problem and not a tank problem and at every turn, Blizzard has changed the format to try and fix a design problem because for some reason they simply donāt want to address the issue with problematic support hero designs.
Clearly it hasnāt been. Thatās not to say supports havenāt contributed to these major format changes, but to say that only support has been a problem is a highly contentious point to make when tank synergy and multi-dps comps were also contributors to the shift to role queue.
Thatās not a counter argument. Thatās just you stating that you disagree with me
There you go, thereās your counter argument.