What if tanks had smaller HP pools but with active regen?

Ignoring the existence of anti-heal.

What if the max HP for tanks was reduced to an average of 400hp but all tanks regen 50 health per second constantly, regardless of taking damage or not.

I personally think smaller healthpool tanks are a lot more healthy for the game than kaiju tanks. However, I also understand the necessity of the larger healthpools.

The smaller healthpools but active regen would allow tanks to play in a very high-risk, high reward manner. They would become even more brawl orientated. Chip damage would now be completely irrelevant to them (which is good as tanks absorb a ton of chip damage), however they would have to be more reactive to when they are getting focused down and understand when to use there defensive abilities.

Played correctly and the tanks would actually have more resources to make play. A large healthpool is great but if you don’t have the healing to support it, you are just a big damage pinyata. Active regen would allow for bigger, more risky plays but equally rewarding.

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Would it not encourage hard-focusing the tank even more than now?

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Wouldnt fix much and if anything would make them even more vulnerable to burst damage while also making them much harder to kill with sustain.

For reference 50 HPS is very similar to mercy heal beam, and ATM we already have tanks with 600-700 HP dying extremely fast while activley getting healed by 1 if not 2 supports.

If people want tanks surviablity nerfed they need to look at what is causing them to require that survivablity in the first place.

The main 2 factors forcing tanks to require that much HP/midigation is
A) the removal of 1 tank going to 5v5
B) the damage Creep

Damage has been getting more and more powerfull over time on all roles. Supports have been forced to focus more on damage, Tanks also have been givin more damage to make up for only haveing 1 now, and DPS character with the changes to hitbox sizes, DPS passive and the global regen, have all effectivley made it so there is more damage being delt in the game.

Its not some small thing that a simple change can fix, you would need massive reworks and reverts to the game as a whole to fix the situation we are in.

IMO

50 HPS would be too hard. Maybe 25 HPS would be better, but then sustain heroes like 76 would suffer hard and push us again to hard burst.

Isn’t that the point though. In this case, it would be the equivalent of 3x supports healing the tanks.

I would argue 3x supports with 400hp is better than 2x supports with 700hp, especially considering the defensive options tanks have which can negate damage for opportune moments to bring themselves back up to full health.

You also have to remember that the active regen is constantly providing value to the tank and his team. The longer they stay alive, the more value they are getting from the change over a static 700hp health pool.

I like it… if it was 6v6. Not sure it would work in the 5v5 format.

It 100% would, however, if the tank plays correctly, they would be in a superior position if they survive the burst due to the active regen

The active regen is a constant effect, if the enemy team fails to eliminate the tank with their burst abilities, they are in a massively disadvantageous position.

50HPS is equivalent to another support focus healing, that is a lot of additional resources you are pouring into the tanks which will allow them to make space more actively.

I also think they would still feel VERY tanky.

When you have 2 supports focus healing a DPS they can feel very hard to kill. now imagine that but with 3 supports and double the healthpool.

I think you missed the point Im making.

Your idea helps them more agaist Low DPS sustain, but makes them weaker agaist burst or hight DPS sustain.

We dont need to make them weaker to burst, that why they keep getting buffed because tanks can melt in 1-2 seconds.

A extra 50HPS does not prevent people from dying to burst damage.

Think of it this way.

Lets assume ATM takes have 600 hp and supports grant 50HPS each, so 100 Total.

So in your susjestion tanks now have 400 HP and 50 HPS +100 HPS from supports for 150 HPS.

Now lets place both tanks in a situation where they will be taking 300 damage per second.

In the current situation with 100 HPS and 600 health it the tank will die in 3 seconds

In your purposed situation with 150 HPS and 400 health, the tank will die in 2.66 seconds.

Now 300 damage persecond isnt that hard to achive, 2 DPS focusing a tank can reach thoes DPS numbers, but there are more then 2 people in the game, there are 2 supports and a tank that can also deal damage.

So lets assume each hero is focusing the tank for 100 DPS each, so 500 DPS total.

In the current situation with 600 haelth tank and 100 HPS taking 500 DPS, the tank will die in 1.5 seconds

In your susjestion of 400 HP and 150 HPS, taking 500 DPS, the tank will die in 1.14 seconds.

Now obviously that is very simfilied, but its to point at that lower HP for HPS does not help the tank, it just makes them die faster.

All your idea does is make the tank weaker.

Also at 400 HP, you start getting into areas where Tanks can be 1 shot or close to 1 shot, for example widow with a mercy damage boost can deal 390 damage with a head shot. And if you throw in zens discord or baps ult widow can easily 1 shot a tank and some other abilites will also be able to 1 shot a tank.

Lower HP to 400 does not fix anything just creates more issues.

doesnt really matter… if the time to kill is the same then their effective hp is unchanged

ramattra when blocking for example has an effective hp of over 2000

also would make some heroes like dva, orisa, winton, and hammond even more “unkillable” when not being focused

:clap::hamster:

Also it’s just a net neutral change anyways. You get rid of their actual HP just to give them a higher effective HP anyways. Then you mix in support healing with it any literally any sustained DPS is effectively useless.

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