Read moreI'm not really sure how I am supposed to ask this, but
Is the current Balance Team confident about being able to fix the biggest problems the Tank role has been suffering since the OW2 release?
I'm specifically talking about the Counterswap Meta and unhealthy Tank designs being "allowed" to exist, like Tank busters and unkillable tanks (Roadhog, Mauga, and Orisa).
Are we confident that making Tanks able to do almost everything is the right thing to do?
Are we confident that we can make Tank fun again for the majority of the player base without straight buffs?The headshot reduction and knockback reduction changes are especially interesting to me because I really don't think that simple number changes will fix how Tanks feel to play.
I don't want to counterswap.
I don't want to face unkillable and easy-to-play Tanks.
I don't want Tank Busters.I really LOVE this game but...
At its core, Overwatch is a game designed around being able to swap heroes to gain a tactical advantage or help solve a challenge you might be encountering. This contributes to keeping the moment-to-moment gameplay experience dynamic, drives hero diversity and offers a wider range of both strategic gameplay and skill expression in learning when/where/how to play multiple heroes.
There is a question of how much of an advantage is too much compared to the cost of switching. Ideally we want counters to be clear and understandable, but soft enough that it's still possible to outplay a disadvantaged matchup. It is a team game though and 1v1 matchups are not the highest priority when assessing the heroes.
Tanks do feel this the most with only one of them per team in 5v5 role queue, but all roles do experience the pressure to counter and be countered to an extent.
We're striving to find a balance between swapping heroes every death, (which certainly feels too of...
Read more