Reaper - Damage per second: 216
Roadhog - Damage per second: ~194.1 (+travel time)
Reinhardt - Damage per second: ~88.5 OR 85+90 (for Swing+Firestrike cancel, followed by a recovery from firestrike of 0,65 seconds
Zarya - DPS 85 (no charge) DPS 170 (100% charge)
Even Zarya doesn’t do as much damage as Reaper. Sure they have more health, because they are tanks, not to mention Reaper gets his life steal passiv kicking in.
That’s not true either. Coordinate with your own flanker to pressure their main healer then punish the out of position tank. I dunno man you seem upset that this is a team game that is balanced around team coordination.
People are upset that this is a team game that gives most of the responsibility to 1 tank player instead of spreading it out evenly. If you really want this to be a team game, you should be wanting nerfs to tank DPS and buffs to tank health/defense. You should want tanks to actually be tanks, instead of just super-DPS.
Remember, the main complaints about tanks that got them repeatedly nerfed, is that they apparently slow the game down. So the tanks traits that make them tanky got nerfed and nerfed and nerfed and nerfed… and the “buffs” they got often had nothing to do with tanking. So here we are.
That was addressed with the shift to 5v5. So why was it necessary to buff every tank’s damage output in OW2, when their damage was already strong? Not to mention that multiple DPS heroes got nerfed in the process, so tanks are just flat-out better at DPS than most DPS heroes now. You’re making no sense.
The current state of the tanks is the end result of literal years of the devs shifting the tanks away from tanking and into brawlers. I used to be a tank main, i stopped being a main after forced 2-2-2. And i’m no longer tanking now because the current tanks are no longer about tanking. They’re just oversized DPSes now and it’s what everyone wants as shown by the queue times.
What the classic tank players want is irrelevant, there were never enough of us to fill the games especially after forced 2-2-2. It’s the DPSes tanks now.
It’s not just a specific hero tho, it’s the entire tank role. It isn’t just about balancing heroes anymore if it’s that broad, the devs are steering the game in a specific direction that doesn’t use defensive tanks.
Honestly, the loss of those old tanks is why everything is so steamrolly now. The classic tanks stood their ground and were able to absorb burst attacks, but in contrast to that, the new game mode is specifically designed to go back and forth. The existence of push alone is enough to show that they’re not bringing those tanks back.
So this would be valid if map design didn’t mostly eliminate the range disadvantage, if Zarya’s beam didn’t reach the roof of the skybox, and if most tanks didn’t have significant gap closing skills.
There are very few arguments less valid ablnd more pathetic than the ridiculous implied accusation that your ideas about character design are based on being mad about poor play
No, it isn’t valid, I gave legitimate reasons and you relied on a glib reaspons that has no merit.
There is plenty of high ground and plenty of boops to keep people away as well as your own mobility. Play the keep away game, that’s how you win. Make sure they take damage and you don’t.
Tanks can make terrible positioning decisions and still survive + get kills, but everyone else better position perfectly against a tank otherwise they just get deleted. Nice balance.
I see you cannot actually engage, and much like a dog returning to it’s own vomit, return to the deflection strategy, desperately trying to find a hook to land your invalid “learn to play” approach to evade reality.
It’s false in both senses, where damage can make poor positioning efforts and get away with it while tanks can also just get instantly deleted. Just because you don’t know how to capitalize on it doesn’t mean it isn’t true.