We NEED to force more people to play support/tank

No, they would never get their with role queue… time to learn to flex more, period. That’s all this is about… you want to be DPS, fine, get in line. Period. Don’t like it, quit. Period.

easy way to make people wanna play tanks and support
tanks and support get more sr than dps

ez
people will play tanks and supports mindlessly to get that sweet sr

no i don’t think we need more support mains

i quite frankly believe there are enough support mains, there are not enough main tank players

Then we have people that are dps mains playing tank and sup and sucking because they thought it was easy to play them and find out that their wrong and cause a loss.

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m8 you can make the most what if scenes but lets be honest that will encourage supp/tank mains to play the game and help get more people into the role

Or they could eliminate or have less CC… Make things actually fun to play as Tank instead of playing Pinball in Overwatch

HUH you actually think they will do that?
they wont. they never revert a change or do something considerably right lmao

One can hope

Baptiste is dull as dull can be. He was the Devs trying to make a support which is interesting to people who want to play s76 or McCree.

But, you are never going to get them to support in the first place.

We have lost a lot of support mains, who you could get to support if there was a support that they liked.

If the next support was as interesting as Sombra or Mei, you would start getting somewhere.

Hell, put in a Mercy variant where all of her power isn’t in Valk / Res, but in her base kit.

Old Mercy was CRAZY popular, and Mercy 2.0 lost a lot of support mains.

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Giving tanks a resistance to booping (inherent to the class) would be a start. Lucio, JR, Pharah, Orisa, Doomfist, Hammond, Brig have booping abilities that make holding ground difficult. They just have to move you off to the side, allies can wreck your team, then you get focused down. If you’re harder to boop then you have a chance of staying relevant in the fights.

This would go for all tanks, not just the shield/main tanks.

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They reverted Junk’s 140 damage nades, but that’s because they hate Junk

didnt they find it to one shot squishies with mercy’s damage boost?
I see that as ehh balance

This is what I have been arguing for so long.
The time to kill DPS is too quick that it makes their DPS often irrelevant.
The time to kill tanks is longer which is fine and as intended, except they are the only ones who can take a hit or have a shield so healers actually have time to do their job.

That is a pretty big deal, healers can’t heal the dead. Mercy can revive them but like her healing is low and will not sustain a team against the kinds of damage they would be taking anyway.

Time to Kill needs to be longer, that’s how Overwatch was intended to be, you wouldn’t have tanks and supports of this type if TTK was meant to be OHKO and Instant Kill Combos excluding ultimates.

We need more tank mains than support mains for sure, but DPS player numbers are higher than Tank and Support in general.

And lets be honest, good flex players are a gift but when even those players sometimes dread having to pick up a role like Tank because it feels bad to play, you know there is a problem.

As someone who plays a pretty decent support and can play my fair share of tanks and can play some DPS, I play flex. But I often dread getting stuck on the tank role because I fear my supports sucking and oh boy do they suck sometimes.

It’s hard to play tank in the current game environment but it is even harder to handle the situation if your supports can’t keep you alive to even react to the situations. And if your DPS aren’t very good, it only makes it worse. A lot relies on the tank creating space but at low ranks, there is no guarantee your team will work with you and react to the work you are doing.

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Instead of forcing people to play characters they don’t enjoy, why not make more supports/tanks that are fun and engaging to play?

This right here is why people DPS to get out of low ranks. Oher roles require you to trust your team won’t do something dumb, and you can’t do that at low ranks.

2 Likes

I must admit I play DPS mostly these days, though I play Mei in a way I’d play a tank.

The only tanks I could play were:

  • Roadhog: I can’t reliably get the 1 shot combo + Ana means I’m feeding
  • Orisa: For the most part few people would use my shield, and when certain characters got too close to me I’d just die before I could kill them (a feeling of hopelessness) Her kit isn’t actually too bad as shield weave grav and fortify are fun to juggle.
  • Zarya: is still pretty enjoyable

Mei I do find enjoyable to play as I play her like an off-tank and I really think she is a candidate for this role. It would be worth considering tweaking her a little and moving her across as I would play tank characters like her (ie an interesting high relatively high skill ceiling kit when it comes to rapid ‘correct’ wall placement)

Who said so? Is someone holding you on a leash or something? You can play whatever the hell you want.

1)You’re the one forcing yourself into doing something that, for all intents and purposes is pointless.

2)Trying to force other people into playing what they don’t want won’t solve anything, in fact it will actually make the games worse.

2 Likes

well they do that so the ladder stays fresh, you cant hit rank 1 with lets say 4700 season ends, do placements then just sit there at 4700 and get rank 1 again. you have to play 50 matches have sms set and keep playing throughout the season to prevent decay. its a rather smart system tbh

And teams that can manage to rely on their team mates or get a team that has good communication for the rank, then they are at an immediate advantage because having a functional composition that contains a good tank and good support that the team works with to succeed will win.

And lets get into the matter of what low ranks have that high ranks do not

  • Players with better aim
  • Players with better game sense, awareness and positioning plays
  • Better team work
  • Better understanding of compositions
  • Players who are more competent/good at a variety of characters or roles
  • Higher chance to have communication and better callouts when communicating

All of these things make for far superior game experiences.

For example on Mercy, high ranks tell you that like 25-30% team damage healed at like 12k healing is good with like a dozen rezzes.
At gold, that percentage is just passable but that healing amount is atrocious. Anything less than 18k was either a stomping and your team took very little damage or you were dying a lot. And you are likely to have between 8-12 rezzes with that healing.

The ranks are different and characters need to be designed to be used at low ranks as well as high ranks, but the maximum potential of said designs need to be balanced based on the high ranks.
Eg. Low Ranks pretty heavily rely on Ana’s grenade to heal, perhaps lowering the cooldown in favour of nerfing some of the really strong buff and nerf effects it provides but increase their duration. Like anti-healing is the strongest thing in the game and it can only be cleansed by very few things and makes maby other supports completely redundant. Anti-Heal could just be a heavy healing reduction but instead it is a really strong effect that increases the cooldown of the nade and turning what should be the best potential healer into one that is only good in god hands as opposed to okay in good enough hands. Not to mention, her survivability is stupidly tough on low ranks and lowered cooldown of the nade would significantly help that. Balancing her nade toward low rank ability balanced out stat wise on high rank ability.

EDIT: Spelling mistakes because I am bad at typing on mobile. I think there is still a HUGH instead of HIGH in here XD