They are not superior DPS heroes. DPS heroes are masters of one, Tanks are close range jack of all trades. Tanks are not superior at killing, damage, or anything, unless they are able to get close. They have worse mobility, they take more resources, they have less freedom on the use of their resources, and it favours a simpler yet far more stressful playstyle.
They need team support to do their job, they aren’t independent, they don’t function well alone. They are force amplifiers.
The tank typically has the HIGHEST DAMAGE AND KILLS in most matches on average. That’s what “superior damage and killing” literally means. Try opening the scoreboard from time to time. The whole game and most maps/modes are designed around close range combat and objective capture, where tanks dominate. In fact in OW2 the biggest threat to a tank is another tank, and it’s completely impossible to push/defend an objective against an incoming tank unless your own tank is there to stop them. That’s how much the game revolves around the 1 tank player.
Now I don’t know whether to take you seriously, because over half the tanks have better mobility than most DPS heroes.
In a balanced game tanks would actually have slower movement than other heroes, but in OW2 they decided to give tanks the exact same run speed as everyone else. In fact multiple tanks have dash/leap abilities and speed boosts. How does that make any sense?
Do you consider that they are the frontline, and thus always doing something? Have you considered that most dps characters have downtime? Do you think that the Sombra going onto her 11th flank in 5 minutes is going to be shooting as much as Zarya is?
In a 2d representation of Overwatch sure.
Are you familiar with the term kiting? Because that’s essentially the dps vs tank interaction. Hell look at Sigma who never wants any of the enemy to actually close the distance to him, in a Sigma vs Reaper matchup, Reaper wins, if he can get into his effective range.
Please tell me which tank character teleports regularly. Please tell me which one has 100% uptime on their mobility.
They have far bigger hitboxes, they are louder, brighter, everything for them runs on a timer and cooldown loop with bigger gaps in activation. They are predictable in a way dps characters avoid with their constant uptime.
And yet most dps characters have ways to win duels again tanks. Funny that.
OW1 revolved even more around the tanks than OW2. The match was 70% tank duo vs tank duo and dps/supports were more like spectators with minimal impact.
Tanks do a lot of damage, but that doesn’t make them DPS. If they weren’t dangerous, they wouldn’t be useful. They are also constantly the target of the whole team including all their crowd control cooldowns. People who think they are DPS should play them. We need more good tank players.
I think you invalidated your whole post there. Tanks are objectively the best 1v1 duelists in the game and are designed around being that way. For dps/supports if a tank decides to come after them, their best option is to run.
The conception of “tanks” is a weird outlier and it doesn’t really work outside of an MMO-space. Given where Overwatch was coming from, the conception of the Overwatch Tank was designed, from the get-go, to be a generalized support/wild-card that fit into teams as the match-ups dictated. Given their (lack of) popularity, they were designed, by intention of being more powerful than all other units, and generally has the least number of restrictions and the most perks.
Initially, yes. But we have plenty of Tanks to prove that being short-ranged was never a requirement, nor ever a factor in their design restrictions. Most Tanks can challenge or threaten as far as mid-range, and that has been true since the very beginning of OW1’s beta.
Moreover, most of the map designs tend to cater towards Tanks.
This doesn’t work.
This is true when applied to MMO-standards, Tanks are defenders. In competitive games like Overwatch the concept of a “Tank” doesn’t exist, because it causes far too many problems in game-balance. Hence why OW1 and OW2 have so many problems with Tanks right now.
You don’t actually need a “tank” in the traditional sense, to do this. Multiple characters or class/role definitions can be built without overall “Bulk” that Tanks in OW have.
Not exactly.
Sigma’s weaknesses include his incredibly slow fire-rate which actually does make him weak to CQC. He has some limited countermeasures to address this including Accretion and his Ultimate. Additionally, he’s fairly tall and thin (for a Tank), so despite being weak to close-quarters combat, it’s better to engage him and short-to-mid range so that you can keep him in your sight ranges for critical hits and landing shots.
Unfortunately, Tanks in OW2, are primary damage-dealers. They’re the only ones with area effect attacks on their primary fire (Rein, Sigma, Winston, Ramattra, Zarya), and/or have area-effect abilities tied to their ultimates or abilities. No one others from any other role has this kind of damage or control; unless you want to talk about the (now defunct) Defense-role.
Moreover, most Tanks aren’t limited by ammo. Reinhardt, Sigma, Ramattra, D.va, and Orisa don’t have any “ammo-clips”. And for many Tanks, ammo is somewhat secondary to their core design.
Tanks typically do less damage than the peaks of the Damage-role. However this is kinda irrelevant, as most Tanks do area effect damage, or have the capabilities of repeated area-effect damage.
Yeah, Soldier does 120 damage with Helix Rocket every 6 seconds. Reinhardt only gets 100 damage Firestrikes; that’s an area effect, and get gets two charges; and it bypasses barriers.
It is less damage than the peak, but it is still competitive, and it is still a threat.
With who? Soldier? Roadhog will clip him at 20 meters with his Hook. Reinhardt? Two Firestrikes and he’s gone. Zarya? 15 meters on her primary fire, 80 meters on her alternative fire/RMB. Hits just as hard.
Deflect is not even close to being the best tanking tool in the game.
Wasn’t just Orisa, it was all Tanks.
If you had the choice between picking a Halo Spartan, Covenant Elite, or a Scorpion Tank what would your choice be? Knowing full well how powerful the Scorpion Tank is in Halo.
That’s what it is like going up against Tanks in Overwatch; and that was the design intention with the game. It’s unfortunate, that Blizzard didn’t realize that this was going to be a problem competitively.
3 Scorpion Tanks are going to be better than three Spartans or Elites.
You cannot out-range Zarya. She has a alternative fire shot that does ~100 damage at max charge.
More or less. As you can see, DPS is rather low on the scale of value when everyone can do it.
False.
Most Tanks can defend their team or peel for them. In fact, nearly all of them can do this; here I’ll show you.
Reinhardt: Barrier. Earthshatter, Charge
Roadhog, Hook, Whole Hog
Orisa, Energy Javelin, Spinning Javelin, Terra Surge
Doomfist has Rocket Punch, which is one of the best peeling tools in the game since it is on a 3 to 4 second cooldown and capable of interrupting and stunning targets. Rocket Punch is actually capable of shoving entire teams into walls and stunning them for nearly a whole second.
Wouldn’t be Overwatch then.
The Heavy in Team Fortress isn’t a Tank in Overwatch.
Ehhh… kinda specious.
Tank-role in Overwatch is definitely more diverse than any other role in the game, by a fair mile. You don’t have heroes like Junker Queen, Reinhardt or Wrecking Ball, in terms of sheer diversity playing in the other roles.
But that said, as a Tank, you do kinda have to bend to your team’s demands, not the other way around. As a general conceit with Tanks in Overwatch, they’re far more flexible and generalized compared to the more specialized Damage-role or homogeneous designs found in the Support-role.
This is false.
If anyone were to be compared to a “jack-of-all-trades” archetype, they would likely originate in the Support-role with heroes like Lucio, Illari, or Moira. And to that extent, even Soldier would more closely fit the archetype as well.
Secondly, Tanks do not have to get in close to make a kill, this is, again, false. When most Tanks have primary fires hitting 20 meters away or further, that’s not close-range, that’s mid-range.
Total damage/eliminations are going to be competitive within similar roles, but the actual explanations is going to be a little more nuanced.
In general, most Tanks do not have the mechanical aim requirements that other heroes - especially those in the Damage-role do. It’s harder for Genji to land his three shuriken compared to Reinhardt landing his hammer. 81 damage vs. 85 damage. It’s harder to Soldier to land shots with his gun than it is for D.va to land hers; 176 damage per second, vs. 146. damage per second.
So in general, if you were to take complete novices into the game and had them play a Tank and a Damage-role hero, they would perform better on the Tank than they would on the Damage-role. That’s just the general learning curve and the relative power behind the roles.
Nah, he’s actually pretty on the mark here. The fastest hero in the game is Wrecking Ball with 18 meters per second; the second fastest is Mercy at 17 meters per second. Both of them have low enough cooldowns that they can repeatedly maintain that speed without much sacrifice. The fastest hero in the Damage-role is actually Soldier with Sprint; which is infinite, but only goes up to 8 meters per second, and it’s tied to Sombra’s stealth speed.
The turnaround is that much of the Damage-role’s mobility is also tied to attacks and can deal damage. And that makes some sense… but then you kind of start to realize than many Tanks also have that too (D.va and Winston both travel further, on lower cooldowns, and do damage than all three of Tracer’s Blinks).
Kiting doesn’t work in Overwatch. You try to kite Winston, D.va or Mauga, and they will catch up to you faster, and on lower cooldowns than any Damage-role mobility. When Roadhog as 20 meters of Hook Range in virtually any direction, and you’re limited to 15 meters before falloff (or less), you cannot kite a Tank.
It does not work.
Wrecking Ball, D.va, Winston. All have mobility of 6 seconds or less. Far faster than Wraith (at 8 seconds), Shadowstep (10 seconds), teleporter (12 seconds), and cover more range than 3 Blinks (15 meters, 9 seconds, versus 22 or more at 6 or less).
Sorta. In OW1, Tanks could dictate what compositions would work best for them, and their generally preferred Supports. It wasn’t that Supports sat on the sidelines, as it was that much of the Damage-role was irrelevant.
Which is still actually pretty true right now. Damage-role’s current meta game is basically Soldier, Genji and Sojourn, and only one of them has pretty even win-rate across all ranks of play; all others are either negative or borderline.
Basically; game’s objectives and the design of Overwatch favors them. This isn’t really a surprise given who its creators were back in the EQ days complaining about hybrids and idolizing Tanks like Warrior.
In general; most match-ups would favor the Tanks, but that doesn’t mean you still can’t eek out a win, on those rare occasions. There’s a number of factors that can happen in any given match-up.
Reaper plays to get in close and against essentially every tank just wins up close. Again Rein he needs to play a bit of a kite, since Rein can win that duel with good swings and fire strikes. Against Zarya he either needs to bait the bubbles or just burst through them if she’s low. Ram you just wait out Nemesis. etc.
Pharah’s only tank ‘counter’ is Dva. Dva is not a great Pharah counter. The best pharah counters are in other roles.
Widows whole thing is that she can play outside of every tanks effective range.
Echo is a tank buster. Hanzo is a tank buster. Junkrat is a tank buster but he also struggles because he isn’t good. Sym breaks Rein, chews through Orisa, Dva, though she plays with risk against Ram.
I can go on.
If they can:
Get up close
Isolate.
Get support in their dive/brawl.
Pick the right time to attack.
Their best option is to kite them.
Do you know what kiting is? You play outside their effective range and take them down in the process.
Sigma and Mauga. Everything else doesn’t threaten mid range, they dive to threaten midrange. You know, placing themselves at risk.
And even still, Sigma is a bell curve range, he sucks at long, he sucks at short. He has a goldilocks zone.
Mauga is still absolutely most effective at short and moderately at mid. He’s too powerful at the moment by a long shot. Also he’s really boring but that’s a separate issue.
…They cater to everyone, or at least attempt to. A requirement of that is yes, catering towards Tanks to balance the other two roles.
This does work. I do this. When I do it well, I win.
I’m assuming you’re thinking along the lines of Brig?
Look, I get this. But also no.
Accretion is his “Get off me please” card, he throws you backwards, and he makes distance in the meantime (unless he thinks he can secure the kill). His ultimate is not up 100% of the time.
Sigma’s effective range is a bell curve. He is bad up close.
I don’t mean to be rude but I think this just having bad mechanics in up close duels. This is a skillset you can develop to take him up close.
Primary damage dealer does not mean primary dps because most of that damage doesn’t actually do anything
Winston’s ult is a joke at this point. Rein’s ult is powerful… If there’s no shield in the way, suzu, or Wifeleaver on the field. And if they don’t just heal his target to live through it.
Zarya’s ult has multiple counters now, and even before that could be lived through with Rein shield, normal shield, sym wall, dva eat, sigma suck, transcendence. etc.
No one else in the game has the same restrictions on their play as the tank role.
Rein is limited by the fact that he doesn’t have a ranged primary. Sigma is on a cycle, his reload is the gap. Ramattra’s reload is his nemesis cooldown. Dva can’t sit in your face (as much as the fanbase may wish otherwise), she’s only really going to be high damage when diving. Orisa has heat buildup to work around.
Ammo is still a factor, but not the main way by which their weapons are limited and balanced.
We’ve seen 90 damage Firestrikes. It was worthless.
You also forget that Soldier can deal damage with his primary alongside his rocket. Rein has a fire strike animation that takes time. Soldier will hit 5 shots and delete via rocket. Rein will swing twice and then fire strike. Both will kill someone, Soldier does it faster with less risk.
Hog’s hook can be dodged and is rather predictable if you’ve got the timing down. Rein is not a consistent threat with 2 firestrikes, do you not dodge? 15 meters for Zarya is not even close to typical dps ranges. 80 meters on her inconsistent alternative fire that’s harder to aim than most other weapons is not competitive.
Given player populations for each role, it seems literally no one wants to pick tank.
Which requires 2 things.
She needs to be at full charge.
She needs to hit you. If you’re on a higher position than her, this is almost impossible.
Except no one can do it with as little pressure as them, and their ways to delete people are better.
My jack of all trades thing is defined by the fact that as long as they can get up close, they can be effective, typically against even their counters.
Also Lucio is incredibly specialised. He plays in rush or pretty much nothing at all. I’ve seen and played dive+flank Rein before. Was a blast.
Illari, sure. Moira, also sure.
None of them are effective here. That’s poke damage. Only tank that does poke well is Sigma. Rein firestrikes are not consistent at 20 meters.
You forget that the tank is also the easiest to shoot, and most likely to be focused. They have less mechanics required, but they require a lot more positional knowledge and game sense to do well on and not feed.
Fast, but Wrecking Ball is less agile than Mercy. Mercy dodges and changes direction a hell of a lot better. Dps are incredibly mobile. They are agile.
Difference of purpose. Tracer dodges with her blinks as well. Winston leap only works as an engage or disengage tool outside of niche circumstance. Dva jets also works similarly.
It does work, because their mobility is temporary. You can outpace them between cool downs. They will not be on you permanently.
Mauga is once again, overbuffed and still can’t stay on you.
It does work. And I do it masters lobbies.
Lot of avoiding the question here.
My guy, mobility is more than just speed. Agility matters. It’s pretty easy to hit a Winston midleap. Hitting a Genji mid dash though? Hitting Tracer with her blinks?
Junker Queen’s Jagged Knife pull can cover 15 meters. While Rampage covers 25 meters.
Every Tank, ideally, threatens at mid-range. They are not exclusively limited to close-ranged or CQC. And they never were.
No, they don’t. Ideally they would, but it’s been pretty clear, for a long time, that many maps play favorite to certain heroes more so than others. But no Tank has a bad map.
Moreover, the objectives, the goals of each map and completing the game is largely driven by sustain and occupying space, something that Tanks do well. There’s rarely a map that is larger than 25 meters of objective space that wouldn’t especially favor tanks.
In fact, Blizzard knows this, and they successive maps (particularly the king of the hill ones) had to change how big the capture points could. Oasis, Busan, Antartica all have much bigger capture points than the originals. Only Lijiang has ever been seen a fair in pro games.
It doesn’t. And I’ve solo’ed and killed every Tank as Genji. It does not work.
Brigitte isn’t what I’m thinking of. I’m thinking more along the lines of standard fighter class heroes. Junker Queen would probably be the best example, though Rampage would probably be too strong of an ultimate that I would give her.
False.
Damage may be valued low in terms of real value between the roles, but Reinhardt putting out 100 damage per target IS actually doing something. All damage is; and all damage is competitive with all other sources.
False.
Yeah, so is Tactical Visor; and Dead-eye; and Barrage; and Death Blossom…
Always did.
And largely irrelevant. Ultimates have counterplay. big whoop. If there’s a concern about ultimates, it would be a concern if it didn’t have proper counterplay. Cage Fight, Molten Core, Photon Barrier, Tree of Life and perhaps one other would be up for discussion given what little is available to counterplay it, but… what is available is incredibly strong
Doesn’t need one given he has more offensive options than Tracer, or Soldier.
Sigma reloads after every shot, that is a shortened reload time, something that most heroes don’t have.
This is false. Ramattra does have a reload, its on a one-second cooldown in Nemesis form. He does the same exact damage per second in Omnic form as he does in Nemesis; the difference here is that Nemesis is an area-effect.
Ramattra not only has a shorter reload time, but he also out-sustains most Damage-role heroes in this fashion. That said, much of Ramattra’s damage does come largely from his Nemesis form. So he isn’t as reliant on his primary fire from Omnic (though there has been some recent efforts to change this).
Irrelevant. D.va wins by being a bully and getting in the face of enemy targets and eliminating by sheer firepower.
Easily tamed and worked with thanks to her abilities and cooldown rotations.
Which is what I said.
We actually saw less, not specifically 100 damage.
It’s not a risk to throw out 2 firestrikes, or swing with Reinhardt’s hammer.
It is a risk to Charge into an enemy team or distant target.
By that same token, any enemy target that engages with Soldier, means that Soldier is taking a risk; not less, but more.
The value of risk is different between Tanks and Damage-role heroes, just as the value of risk is different for Supports and Damage-role heroes and the all other combinations.
Hook travels at 60 meters per second. At 20 meters of distance, you have less than a 0.4 second reaction time to dodge it. And given latency, and Overwatch’s “favor the shooter” mechanic, Roadhog is more likely to miss than you dodging the hook.
But it can be predicted, that is true, but not because of timing.
Again, engaging at 20 meters of distance, Firestrike will travel that distance in less than a second. There is a tell-tale wind-up, but not every ability will readily be seen or predicted when there’s already a lot of visual noise.
Typical DPS-ranges:
Tracer’s falloff begins at 13 meters.
Genji’s ideal range is 15-18.
Reaper’s falloff begins at 10
Mei’s ideal range is 15, longer for poking.
Junkrat’s ideal range is 20 or less.
Torbjorn’s ideal range is 35, 10 for alternative fire.
Symmetra’s primary fire range is 12, ideally she works best at 20 to 30
Echo’s ideal range is 15.
Sombra’s falloff begins at 15.
So a little over half the damage-role cast, plays in short-range engagements. The rest - largely backline, artillery - can play at long range. There are actually VERY FEW mid-range infantry heroes in the Damage-role. Of the new Damage-role heroes introduced post-launch in OW1, only Ashe would qualify, but she’s technically more of a long-range artillery. In OW2, Sojourn qualifies, strongly resembling Soldier.
We’ll see if Venture can play at mid-range, but all current evidence suggests Venture will be another short-ranged hero.
So the statement that Zarya’s 15 meters is atypical, is false.
Again false. Her alternative fire is not harder to aim, it travels as fast as Junkrat’s frags, but also has a larger explosion radius. The only real detriment that could be argued is that it consumes a lot of ammo (25) for its use; but as a typical “finisher” for low-health targets against Zarya, it is quite serviceable.
The icon for Tank is a shield. No one wants to play a Shield.
Hitting a target above you isn’t that difficult. And 50 damage from her alternative fire at zero charge isn’t minor.
Yes, a Hook will poke a target, drag them in front of Roadhog for the kill.
And a 100 damage poke from virtually every Tank in the game at that range will definitely force a target into retreat; and the Tanks win.
Yep, and they have the tools to protect themselves, plus a lot of other perks.
It has less to do with mechanics, (because there are plenty of Tanks that are heavy on mechanics), and more to do with the fact that they are just easier to play and manage.
Pretty much everyone is less agile than Mercy now. Used to be Lucio, now its Mercy.
And yet they still die more, on average, than all other roles.
You’re reaching a limited argument here. Mobility like Tracer’s or Winston’s is kinda of neutral in that it can be an engagement or disengagement tool. But it can also be useful for dodging particular attacks too. Just Tracer can use a Blink to dodge Sigma’s Accretion, so can Winston use Jump Pack to jump straight up or to a nearby ledge to dodge it too.
And so can every fat-bottomed tank with a mobility option. That doesn’t change here.
You can’t outpace them, that’s the point. Tracer’s Blink is 9 seconds with 20 meters of coverage. D.va travels that distance in with one Booster is 4 seconds. Tracer will reach that point faster than D.va will (because it isn’t an accelerated movement), but the result is the same. Heroes like D.va and Winston were designed this way, by intention of being able to counter someone as mobile as them, and by being better at it.
Mauga can cover 30 meters in a 6 second cooldown. He moves faster than Soldier or Sombra do with Sprint or Stealth. He will complete 30 meters at least 2 seconds faster than Soldier or Sombra will.
Not really. Again, we run into data that contradicts this, Winston and other similarly (or more mobile) heroes having fewer deaths than even the mobile Tracer does. As a whole, KDA on the Damage-role is the lowest in the game amongst the three roles, and it has little do with their mobility or how evasive they may appear.
just mauga really, the rest of the tanks do tickle damage and get focused with every cc ability in the game so they have no freedom to get kills like dps do
They should never be the top dps in a match, well maybe besides Mauga, but he’s unfair.
Dps are just harder to play and there’s so many mistakes that get left unseen. Many dps players also never bother practicing the key skill of teamwork and cooperation while many more refuse to adapt to a situation.
As of right now there is more dps one tricks then there are of one trick tanks and supports combined.
This says leagues about how dps are making mistakes and refusing the tools available to them to adapt to a situation. It doesn’t help either that supports can not only cover their role, but further encourage dps players into making further bad plays such as suicidal charges.
Then the amount of weapon focused dps hinder a lot of dps players’ growth by a huge margin.
Orisa does not threaten midrange. The delay is simply enough that you could strafe and end up standing there comfortably.
Ultimate is not every fight or close to every fight.
The knife is valid, but it’s a lot less consistent. A valid option to call out though.
Hog, Junkerqueen, Sigma and Mauga.
The other tanks are not strictly limited to close range, but they are not effective at mid range.
…I’m sorry no tank has a bad map? Do you want to run Rein on Numbani? Doomfist on Havana? Ram on Route 66? Dva on King’s Row? Junkerqueen on Dorado? Orisa on Gibraltor? Ram on Hollywood (ignore first point, I’m trying to avoid doubling up on maps. He’s also terrible on Gibraltor), Sigma on Lijang? Winton on Junkertown? Wrecking ball on Circuit Royale?
I could keep going.
Like, this is not even something I have to retort, considering that it’s built on no bad maps existing for tanks. But even if we ignore that every tank has plenty of bad maps.
…Well it doesn’t really change anything? It sure as hell doesn’t make a point. You’ve just said some basic information about the tank role other than the obviously false no bad maps bit. Yes, tanks lead the charge. This is known.
This is the strat I’ve been using back when I was grinding dps, stopped playing at diamond 1, was climbing rapidly doing it.
It does work.
Ok, I’m down for more heroes like JQ and I’d be happy to see her have something different than Rampage. It forces Kiri way too much, and is oppressive if Kiri isn’t picked.
True, because it has no impact.
If you deal 10k damage, but only secure 10 picks, about 80% of your damage is worthless. Minimum.
The ratio matters.
If all you do is pump damage into a Roadhog who never dies, do you think that damage suddenly becomes valuable when nothing dies?
My dude he explodes faster than Tyler1 hearing a mild criticism.
You seem to have cut out some of my comment there.
Your comparisons don’t work now that the context is there.
So what’s your point?
No, he doesn’t. He has incredibly close range swings, a charge that’s an easy way to die, or slow moving fire strikes.
Tracer and Soldier absolutely have plenty of offensive options.
Most heroes also don’t have to reload after a single shot.
The difference is that Nemesis is bulky, more consistent, and pierces.
Oh fascinating it’s almost like his Nemesis form is the threatening one
No she wins by backline dives and harassment. She does not win by sheer firepower.
Except that it does cause downtime
No you said it was irrelevant.
We saw 90 damage firestrikes. It was worthless.
You have to be in their face with your shield down. You are typically on the frontline in sight of everyone.
Please explain how that isn’t going to carry risk?
Soldier gets to take duels with people without exposing himself to all five. Lesser risk.
…Prediction, dodge, reaction. All three are viable. Average reaction time is 250 ms, latency is 30 on average. Leaves a fair gap there for some dodges funny enough. Especially if you choose a character like Reaper with Wraith.
Tell-tale windup, plus airtime. This is very easy to see. This is muscle memory for the majority of players.
You chose literally the closest range characters you could.
**Oh fascinating look, the majority of the cast fit what I said.
I don’t know if you noticed, but Junkrat can move himself wherever he wants for better shots using his mines, and he’s also not in a good place balance wise.
Her alternative fire is harder to aim. It is harder than “Point and click on the enemy”
No one wants to play tank. People try to play it, it’s stressful, thankless, and just in a bad state.
Hitting a target with the tiny bit of their visible hitbox, whilst they have a roof in your way and the easy ability to just step back, then step forwad and continue shooting.
It must be easy.
Cool, So hog and JQ aren’t poke at midrange.
No, 100 damage will be healed and they will continue sitting there. They might step into cover for that brief second but it’s not a win like you think.
This also assume it hits.
…That are erased by what they have to do with those tools.
So why don’t people play them huh?
The point is agility and speed are two separate things.
Because half of them encourage playstyles that break LOS and flank the enemy. Or that encourage them to take risky duels.
I wonder why they die huh?
IF Winston is using Jump pack to dodge something, he better be disengaging with it. He will not survive to use it again without serious help.
Tracer can use a blink to dodge and still continue doing damage with no downtime.
No they counter it through burst. Dive fails against highly mobile characters. This is why dive works well against Zen, but fails against things like Moira
And he will be focused by 5 people and die if he decides to try and stay on you. Your examples presume that it’s a 1v1, not a team based shooter. Because god knows Rein can’t charge behind three walls and be fine.
Tracer can be one tapped by half the roster. Most dps are played for picks rather than for sustained damage. Risky playstyles are commonplace.
There are so many explanations you are just ignoring for this.
Whats funny is a dps being bad is probably the most negligible thing. A bad or even 2 bad dps can be carried. Support gap is much harder to pull through