This is just my theory on this, but I have a perspective on this topic.
Tanks are only as Tanky as shields and supports allow them to be. The only two Tanks that really go against this grain is Wreckingball and Roadhog. Both of these two are considered more fun, and I believe that is due to their self sustain being in their own hands.
Whereas, other Tanks all have a minor form of self sustain, but they are trapped behind mechanics that fundamentally make the game less fun. Shields, grasp, DM, etc. There is no reward for shooting most of these.
Why does this affect the supports? Well, if your healing is off for even a moment on main tank? You get erased. The means that you yourself are not Tanky, the healing is tanking the damage.
I have many ideas on how to address this, but I want to save that for the discussion. Simply put, Tanks survival is too heavily weighed on the healing and less on their own self sustain.
High healing is only needed⌠because of Tanks and their lack of ability to sustain themselves to a reasonable degree. Burst is then needed to melt through the healing. You see the cycle I feel like we are entering here.
Tanks arenât fun âbecause theyâre tanks and no one will ever like themâ which is the most ridiculous argument. They arenât fun because there is no sense of autonomy. They live and die by the grace of the healers and less because they are Tanks.
Tanks like Ball and Hog are fun and played for a reason. Hell, the Tanks that have minor self sustains like Zarya, D.va or Winston are still more fun than⌠Orisa, or new Sigma (Thanks in part to clunky design), or Reinhardt. Healing has been addressed, so has damage to an extent. But Tank are still suffering and itâs sad.
Of course letting Tanks have more self sustain means healing over-all might need to drop and certain abilities in the support line need to be looked at (Immo field, come on, itâs a Tanking ability) But something has to budge.