I Asked Overwatch 2 Twitter A Simple Question

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  • Опубліковано 5 кві 2024
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КОМЕНТАРІ • 1,5 тис.

  • @brinks2469
    @brinks2469 Місяць тому +787

    Changing the hit sounds of shooting a tank to something irritating like nails on a chalkboard is hilarious

    • @milamber319
      @milamber319 Місяць тому +50

      Id like to see the sound change depending on how much damage reduction is in effect. Like if you are shooting armour health it makes the dink more like a donk and the normal shots lower pitched as well. And if you are shooting into a ram block or fortify then it makes a super low pitched hit sound. maybe even change the hit indicator to a red colour or something. Let new players really know that this is not working that well and encourage them to seek targets which their shots are more effective.

    • @braxbro6674
      @braxbro6674 Місяць тому +9

      And yet, it might actually work!

    • @YT_fudgie001
      @YT_fudgie001 Місяць тому +7

      They should give us OG CoD hitmarkers lmao dud, ddddduudddd

    • @larsenswann9056
      @larsenswann9056 Місяць тому +6

      This is an excellent take the psychology involved in OW sound design is better than any game I’ve played. The satisfaction from hit markers or when you secure an elim is insane, so much dopamine.

    • @larsenswann9056
      @larsenswann9056 Місяць тому +2

      @@milamber319similar to doomfists block and the thud that it makes when you shoot it, or kinetic grasp, DVA DM, any denial ability has really good sound to incentivize restraint

  • @skeelator
    @skeelator Місяць тому +655

    Twitter: TITTIES
    Flats: AHHH

    • @ReedoTV
      @ReedoTV Місяць тому +5

      Most mature OW streamer

    • @AdamSlander888
      @AdamSlander888 Місяць тому +28

      @@ReedoTVthere’s still time to delete this he literally explains why he said that

    • @ironbatty2593
      @ironbatty2593 Місяць тому +1

      @@AdamSlander888 when did flats do this?

    • @BananaWasTaken
      @BananaWasTaken Місяць тому +4

      @@ironbatty25931:49

    • @ReedoTV
      @ReedoTV Місяць тому +1

      @@AdamSlander888 bless

  • @reagansido5823
    @reagansido5823 Місяць тому +602

    23:25 "How do you fix tank without going back to 6v6? Just fix them lmao"

    • @jackeea_
      @jackeea_ Місяць тому +54

      Most nuanced OW2 take

    • @RattlebonesTheThird
      @RattlebonesTheThird Місяць тому +40

      Most constructive OW2 take

    • @bruhbruh7660
      @bruhbruh7660 Місяць тому +25

      most descriptive 5v5 supporter

    • @damianateiro
      @damianateiro Місяць тому +6

      ​@@bruhbruh7660 the smartest 6v6 fan:

    • @Pickled_Poet
      @Pickled_Poet Місяць тому

      ​​@@jackeea_I come from Olexa and never expected to see you here

  • @MigOfAstora
    @MigOfAstora Місяць тому +199

    as a doomfist main i can confirm tank dosen't exist and every game is played with 3 dps and i'm still stuck in overwacth 1

    • @Crusty_Sword
      @Crusty_Sword Місяць тому +4

      If only we were still on the dps role

    • @Adventist9917
      @Adventist9917 Місяць тому

      Mauga needs to be a DPS. It would fix everything.

    • @Snuggles11223
      @Snuggles11223 Місяць тому +1

      Can I be honest I was thinking this the other day, why can’t he be in both. Like why can’t we have a dps doom that has different abilities and is balanced for the damage roll, and tank doom that’s balance for the tank roll. Basically have them act like seperate hero’s but with different kits. I know the real reason is that it just would look weird, but it would be fine over time. It honestly just be another hero to pick from. I never play doomfist but just thought this the other day.

    • @mrminiature11
      @mrminiature11 Місяць тому +1

      Tbh as a Doomfist main as well, you can't really play the tank role like the rest. Nothing in your kit benefits your teammates, your value comes from causing as much disruption as possible. So playing as a DPS is pretty much how you have to play him.

    • @Rewind-xq6xs
      @Rewind-xq6xs 15 днів тому

      @@Crusty_Sword Doom is pretty much still dps, if you cannot deal damage as doom you are basically useless... While other tanks can still be much more useful than doom while not doing damage.

  • @Jakeymcn
    @Jakeymcn Місяць тому +1183

    its as simple as delete orisa

    • @TheOneWhoReportsForDuty
      @TheOneWhoReportsForDuty Місяць тому +25

      Some people might put Lifesteal Orisa but I like him a lot.

    • @redish2098
      @redish2098 Місяць тому +78

      thinking that 1 its simple, and 2 deleting orisa will fix anything is laughable

    • @immortalls9689
      @immortalls9689 Місяць тому +48

      Cringe take

    • @ausername6103
      @ausername6103 Місяць тому +16

      Make her javelin push people back faster cause you could get stunned for ever cause how slow it is and when you go the maximum range and hit a wall you’ll basically get stunned forever.
      Remove the reduced over heat build up on fortify, she’s meant to be a wall not a sentry.

    • @tankenjoyer1891
      @tankenjoyer1891 Місяць тому +13

      delete "new orisa"

  • @HypotheticalCynic
    @HypotheticalCynic Місяць тому +345

    This is a wild one that I thought of the other day- let damage mitigation as a stat charge your ult. It's like... not big and could be braindead, but my thought is that each role has a stat that increases their ult. DPS doing damage get ult faster to then do more damage with their ult (mostly), Supports healing get ult faster to then do more healing with their ult (also mostly), but Tanks dont have anything that's in the role's niche that contributes to ult charge. Along that same thought then, tanks don't have an engaging incentive other than "that's your job, shut up and do it."
    Other roles get to have fun while charging their ults, tanks have a miserable time being the damage sponge and the largest targets on the field. On top of that, a lot of the time as a tank you're going to be shooting at/denying space to the other tank... which gives you 20% less ult charge. If you give more ults on the tank role by adding damage mitigating as a stat that contributes to tult charge, it just might make their roles more engaging and fun to play.

    • @bennettnez4711
      @bennettnez4711 Місяць тому +5

      Mitigation contributes to ult charge

    • @bennettnez4711
      @bennettnez4711 Місяць тому +2

      Not that it's fun, but it is in the roles niche and charges ult

    • @MegaScytheman
      @MegaScytheman Місяць тому +103

      @@bennettnez4711 mit does not build ult charge, it gives you a little bit of fire but not ult charge

    • @dumdum8880
      @dumdum8880 Місяць тому +35

      This is an actual idea.

    • @bennettnez4711
      @bennettnez4711 Місяць тому +15

      @MegaScytheman idk what's more stupid now. Me for not knowing that, or the fact that mit doesn't build ult charge. I realize that different tanks have different amounts of mitigation, but there are ways around that.

  • @1DanteadamS1
    @1DanteadamS1 Місяць тому +36

    It's crazy how they need to keep pumping stats into tank and make them practically invincible because it's only one tank and the whole team relies on them and the whole enemy team focuses them. Problem is that it will make it so you will NEED your tank to protect you from the enemy tank or they'll stop you because they're unkillable and resistant to everything you can throw at them.

    • @puck2694
      @puck2694 Місяць тому +2

      People dont realize that THIS is the problem now. It is the reason why no one can figure out a solution because they don't realize what the real problem is.
      Nerf tanks and they will be more fun to play. Its so counter-intuitive that everyone dismisses it. Its also the reason why the solution seems impossible without 6v6. But 6v6 naturally comes with nerfed tanks.
      You can nerf tanks without going back to 6v6 and all the problems that came with 6v6

  • @furkano8574
    @furkano8574 Місяць тому +54

    Hamster definitely getting a de-mech/re-mech mechanics

    • @katser5023
      @katser5023 Місяць тому +18

      That would be funny seeing a ball less ball lol

    • @crisdelgadillo6502
      @crisdelgadillo6502 Місяць тому

      @@katser5023 he pops out in either a mini mech or with a mini machine gun XD

    • @mr.excidium8054
      @mr.excidium8054 Місяць тому +8

      @@crisdelgadillo6502 and goes full fkng Rambo

    • @crisdelgadillo6502
      @crisdelgadillo6502 Місяць тому

      @@mr.excidium8054 EXACTLY

    • @lamparo7028
      @lamparo7028 Місяць тому +3

      Can you eat him to get health back and he goes back to spawn?

  • @Glizzyman
    @Glizzyman Місяць тому +378

    I generally think its not possible to fix tanks in 5vs5 UNLESS you give tanks kit everything so counter picking isnt even a option

    • @SuperLifestream
      @SuperLifestream Місяць тому +60

      There is. Tank has no counter play... to other roles. It's tank vs tank. And dps can counter tank. Healers can counter tanks. But you don't go "this tank" to counter bap/ana/mei/widow. It's up to dps and healer to counter other dps, healers, and tank

    • @CROSSFADE69
      @CROSSFADE69 Місяць тому +29

      ​@@SuperLifestream see they can't do that anytime a tank counters a dps or support people get extremely mad.

    • @denjii9
      @denjii9 Місяць тому +3

      that sounds incredibly fucking boring, if people are that bored theyll stop playing tank and the queue times will continue to get worse, essentially not really fixing anything

    • @darkrl591
      @darkrl591 Місяць тому

      @@SuperLifestream its funny because against that comp winston would go very well.

    • @Glizzyman
      @Glizzyman Місяць тому +1

      @@CROSSFADE69 bingo, that's what happened in the start of ow2 and people were complaining, even now they still are

  • @geminimaxxim
    @geminimaxxim Місяць тому +211

    I think you're onto something with the resistance passive. Right now tanks have 30% knockback resistance, but knockback is such a small part of negative effects. You should also give a 30% drop to stun duration, knockdown duration, freeze hack sleep. But I don't think it should stop there. In lieu of flat damage resistance, I think they should take 30% less critical damage (1.7x instead of 2x).
    Once you have something like this across the whole tank role, you can start targeted balance adjustments to make the tanks less generalist and more unique.

    • @MegaScytheman
      @MegaScytheman Місяць тому +19

      yeah that does seem pretty good, then getting chain cc'd to death would be kind of hard to pull off compared to how it is now

    • @ruinknightsir
      @ruinknightsir Місяць тому +7

      That sounds like another wall (Mauga) meta waiting to happen

    • @InvaderD0c
      @InvaderD0c Місяць тому +23

      The tank passive should work with every status effect in the game. Every CC, every negative effect like nade, Knockback of any kind. However I don't agree with the damage one.

    • @dosears1229
      @dosears1229 Місяць тому

      I've had this opinion for years

    • @geminimaxxim
      @geminimaxxim Місяць тому +8

      I don't agree with everything. Things like Hook, Rooted, Gravity etc. kind of break if you change their impact.
      My thought process for the critical resistance is that it simultaneously covers some problem areas while also making opportunities in others. It stops Widow from 2-tapping most tanks without having to make her unplayable. It means you can more freely take the critical immunity away from Orisa. It allows you to take some of the flat DR away from characters like Hog and Mauga who get melted without it. Ultimately I just think it opens up more positives for balance than negatives.

  • @360noahscope
    @360noahscope Місяць тому +65

    For anyone that thinks they should punish counterswapping, the issue arises when you start the match and the matchup is atrocious, like a rein switching bc the enemy started as ram, and then you just punish the rein bc he doesn't want to fight a hard counter. And if you say "well what if you allow 1 swap before a punishment" then the enemy Ram will just use his 1 swap to swap to the counter of whatever the Rein swapped into, and you're back to square 1. You'd turn overwatch into a game of "who's lucky enough to get the better tank when first choosing your heroes" and you'll soon realize that's far worse than where we are now

    • @AK-qn4jp
      @AK-qn4jp Місяць тому +2

      Okay but over watch is the only game where you can change your character mid match. I feel like this is an inherent issue with the game Balance.

    • @360noahscope
      @360noahscope Місяць тому +17

      @@AK-qn4jp so you’d condemn players to an intentionally harder game if the other team happens to pick all your team’s counters? Making Overwatch luck based isn’t a great idea. Imagine you can’t swap, and you pick doomfist, just to find out the enemy team went roadhog sombra and mccree. You’re cooked, and it’s not even a fault of skill at that point, you would just lose based on luck

    • @bluedragon2
      @bluedragon2 Місяць тому +1

      @@360noahscope i feel ult charge should go back to 0

    • @Chazza-01
      @Chazza-01 Місяць тому +1

      @@AK-qn4jp If you couldn't swap heroes mid match then some heroes would literally just be useless. On Winston maps (Like Watchpoint: Gibraltar or Numbani) you would just use Dva because it is safer to pick Dva than play Winston due to the enemy possibly having Dva. Or Imagine stuck into playing Rein/Winston into Bastion. Stuck playing Hog/Mauga into Ana and Zen. Stuck playing Dva into Zarya etc.

    • @killerkane714
      @killerkane714 Місяць тому +2

      ​@@bluedragon2that won't solve it

  • @nicholasbrackett2512
    @nicholasbrackett2512 Місяць тому +4

    Honestly the best short term solution: all tank mains stand in solidarity and always mirror, and never counter swap.

  • @mckookie2967
    @mckookie2967 Місяць тому +186

    Jake just wants to play Cod, Samito wants OverWatch

    • @Georgian502
      @Georgian502 Місяць тому +93

      Jake does not deserve an opinion on the 6v6 5v5 debate. In his interview with Iron he straight up said that he doesn't care about tank players.

    • @Noname-mv3le
      @Noname-mv3le Місяць тому +25

      yea screw jake💀💀

    • @Dingle.Donger
      @Dingle.Donger Місяць тому +7

      Jake Overwatch is in my house

    • @le_m4cho965
      @le_m4cho965 Місяць тому +4

      ​@@Georgian502 HUH?! Aint no way he said that 😭

    • @davidhvacddc
      @davidhvacddc Місяць тому +29

      ​@@le_m4cho965yes he said it. He just wants a dps cod. No moba or combo aspects. Just pew pew checkers. Not chess

  • @josericardonoriegadelgado2574
    @josericardonoriegadelgado2574 Місяць тому +157

    Giga buff Tanks passive.
    Give them a cc reducción IN GENERAL.
    Slows, pulls, burning effects, stuns, etc.
    Except for ults effects.
    That's it.

    • @dragonslayer7724
      @dragonslayer7724 Місяць тому +31

      Make the game even more like paladins lmao

    • @Grux_ASG
      @Grux_ASG Місяць тому +1

      I think they should nerf the tanks drop the HP to 300 or 400.

    • @kalebgoodlow3773
      @kalebgoodlow3773 Місяць тому +28

      ​@@Grux_ASG What?

    • @Enjinercraft
      @Enjinercraft Місяць тому +23

      @@Grux_ASG you on crack?

    • @MrBreakdownx
      @MrBreakdownx Місяць тому +2

      I've been saying this since s2 besides the burning effect. It should only be cc

  • @Rabblit
    @Rabblit Місяць тому +17

    One little tweak I've always wanted is, depending on the role, it would be nice to hear different sounds when a teammate gets killed. It'd also be cool if the hero could say a voice line when there are no healers, tanks, or dps around. Sound is just as important as the UI.

    • @wordenit9351
      @wordenit9351 Місяць тому +1

      im not 100% sure, but isnt there a setting that plays a sound when teammates die?

    • @AyItsJxx
      @AyItsJxx Місяць тому

      @@wordenit9351i think they mean a diff sound depending on the role of the person killed

    • @CesarCaballero-ui8tp
      @CesarCaballero-ui8tp Місяць тому

      Idk about the different sounds bc that would just get confusing for people who aren’t familiar with it(maybe as an option) but that voice line sounds like a good idea, I only know that when u are down 2 people , one of ur teammates will say something about being overrun or something like that

    • @pepekovallin
      @pepekovallin Місяць тому

      The characters of your team already have voice lines for when you're outnumbered and when you ask for healing when there's no healers you ask for help, the game even tells you you have no healers close, what more do people need to pay attention to their surroundings?

  • @Rohndogg1
    @Rohndogg1 Місяць тому +39

    Let me get a QP hacked where DPS becomes the solo role. That would be such a wake up call I think.

    • @Beaeaeaedsfdsfd
      @Beaeaeaedsfdsfd Місяць тому +5

      fantastic way to have 40 hour queue times

    • @Shrimp4Gura
      @Shrimp4Gura Місяць тому +3

      ​​@@Beaeaeaedsfdsfdshit, back in ow1 my mid plat dps queues were already 20+ min cuz nobody wanted to play support or tank.

    • @diablotry5154
      @diablotry5154 Місяць тому +4

      ​@@Beaeaeaedsfdsfddoesn't matter because it only applies for a weekend in role q quickplay and not the other modes

    • @Warcrafter4
      @Warcrafter4 Місяць тому +10

      @@Beaeaeaedsfdsfd That's the point. Its shock therapy to everyone who doesn't want 6 v 6 back.

    • @raffyarceus99
      @raffyarceus99 Місяць тому +1

      Yeah i agree​@@Warcrafter4

  • @philsanchez2270
    @philsanchez2270 Місяць тому +9

    Tank passive called "Stalwart Defender:" a stackable passive buff that reduces the damage taken by 5% for 2 seconds after taking damage from more then 1 enemy.
    For example 1 person shooting the tank has 0% reduction, but if 2+ people damage the tank then 5% damage reduction, and for each new enemy damaging the tank it adds another stack. The stacks can fall off independently I.E. if 5 heroes shoot at the tank at the same time then the buff stacks up 4 times, but then 3 heroes switch to different targets, but 2 are still shooting at the tank, then after 2 seconds the buff would drop to 1 stack. This would ideally discourage full focusing the tank, and encourage a single hero to work the tank down slowly, and calling for a focus to secure the kill when the tank is low, ideally preventing from melting.

    • @willmcclard206
      @willmcclard206 Місяць тому +1

      encourages tanks just jumping into random groups of people. also is a buff to doom and wrecking ball

    • @philsanchez2270
      @philsanchez2270 Місяць тому +1

      Exactly, that would fix the tank melting experience where tanks can actually live longer then 3 seconds after jumping into combat, sure it’s a buff but that’s what I feel tank needs now

  • @frankiejoey3290
    @frankiejoey3290 Місяць тому +22

    I think the audio difference when u hit a tank is a rlly good a idea to start. The psychological part of getting the dopamine when u hit a tank is a lot more important than some might think.

    • @gabrielmanzano7375
      @gabrielmanzano7375 Місяць тому +1

      It’s literally why I was never a “shoot the horse” dps because she’s a dopamine remover

  • @draculemihawk6120
    @draculemihawk6120 Місяць тому +41

    Ive got two idea that can greatly help tanks, just because surviving is so tough.
    1. Tanks either take reduced crits or they dont take crits. This will instantly avoid meta mauga because he can't just spray down the tank, and it actually lets tanks help the team if your on a sniper map. The tank can take a few hits while the rest of the team can be one shot so a sig for instance could let his team keep his shield until the widow is forced away.
    2. A kind of rage mechanic which only the tank role can get. At about 30-35% of hp tanks will take like 15-20% reduced damage, and be resistant to CC even more, like taking almost no knockback. To keep this fair the dmg reduction can't stack on anything with things like take a breather only going to their natural state, this would also avoid orisa popping fortify with it. Certain tanks can also have slight variations like maybe rein has an adrenaline boost and he gets an increased walking speed, queen increases ult charge slightly, and other things that make those specific tanks have a high risk high reward scenario, afterall they are at very low health.
    Just things i thought would fit the idea of a tank

    • @hypadao235
      @hypadao235 Місяць тому +8

      I really liked the 1 because you could know precisely how many hits you could take. Right now, it's really fast to die from a Torb/Reaper headshot with Winston. I've died so many times by jumping => taking 5 headshots => going back to spawn without even having the time to use my ult.

    • @draculemihawk6120
      @draculemihawk6120 Місяць тому +5

      @@hypadao235 yeah those headshots are rough, ive had game where he's just more oppressive than the tank just because we couldn't enter an area without get destroyed by his head shots and turret together. I'd say his overclock really needs to be changed the most though, torb literally gets more health than 4 tanks in open queue games iirc using that cooldown and his attack rate just gets gross with it

    • @milamber319
      @milamber319 Місяць тому

      THis only works if you also do what spilo suggested which is make it less satisfying to shoot tanks. Like you also need to make the *tink* discordant to make sure players understand that their damage is reduced and they are not getting value. I really like the idea of the dink gets lower pitched the more damage reduced it is. So if you are shooting into armour health it gives you a hint that your shots arent as effective and if you are shooting fortify or ram block its super low pitched to let you know that its basically doing nothing.

    • @draculemihawk6120
      @draculemihawk6120 Місяць тому

      @@milamber319 the idea of the pitch lowering as you damage us reduced/on a tank is a pretty good. It'd also make the passive feel stronger than it realistically is so a dps or support would likely try avoiding the tank in this scenario.
      Mainly wasnt thinking about that because it was already a good idea

    • @rawhidelamp
      @rawhidelamp Місяць тому

      Being plinked in the head by a hanzo and cassidy really sucks without a super high health pool, i like the idea of reduced crits, but its a slippery slope because orisa would die less and so would hog

  • @elijahpark5344
    @elijahpark5344 Місяць тому +18

    I think OW just needs to reevaluate what roles mean. I know barely anybody will read this, but I loved this game since it launched and I genuinely want to share my thoughts.
    DPS - Straightforward. Deal damage. Always what it should be, always what it will be. A DPS's kit is built around maximizing damage and surviving in case said damage doesn't kill something in time.
    Support - Ensure a team stays alive. Whether its debuffing/damaging an enemy or healing allies, buffing allies, cleansing debuffs, etc., support is a role intended to ensure that your team either kills the other team, or that your team outlasts the other team.
    Tank - This is the conflicting topic, but there are two versions of this (in games where 1 tank is only necessary) that I've seen is successful:
    1. Damage Mitigation. And there's a big difference between mitigation and a sponge. Damage sponge is standing there and absorbing everything. Not fun. But mitigation can be in multiple forms, whether it be attracting enemy attention for a short period of time, or even acting as a secondary support, giving a short stun to opponents to prevent a kill, or giving allies some sort of buff that allows your team to live just a little bit longer. This is the more practical tank, and the more common portrayal of tanks in game where you're not actively swinging a hammer or shooting a gun (auto battlers, or MMORPGs like FFXIV or WoW).
    2. Space Makers. This version of tanks act as consistent bulky threats that move around a map and essentially "push" people out. These are tanks that have some sort of soft movement CC that prevent other players from either running away or changing focus to an ally. These tanks are fun because your role is to serve as an active threat, an attention mitigator if you will, versus damage mitigation.
    The reason why tank is such a problem now is because OW originally was supposed to have BOTH versions of the role in the game. One tank acts as a damage mitigator, ensuring your team survives, especially during big ult exchanges. The other acts as an attention mitigator, becoming a priority threat if left unchecked.
    OW2 tries to force both roles into 1, which is a huge issue, because no role should have to do all of that alone. Combining Damage Mitigation + Attention Mitigation = Damage Sponge, and Damage Sponge is the WORST version of the tank, because it means one person has to both grab attention AND make sure a team doesn't die, which is simply unrealistic.
    The reason why people say 5v5 doesn't work for tank is because OW2 is still fundamentally the same game as 6v6 (hence the 1.5 jokes), you force two roles onto a tank when there was typically two roles. Support have two roles (which is explained in most OW support vids), and DPS's double character just means your team has enough damage.
    My proposed changes for OW would be to change damage types, and create a game where we have 5 roles instead of simply 3. We already have support split into 2, which is pretty easy to do atm. But we should also get more damage types than simply "damage". Most 5v5 mobas with a major tank role have "physical/magic" splits, and its strange that while OW is an FPS, it's also still functionally a MOBA. Hey, I mean if we had physical vs. like laser damage (we have a ton of lasers lmao), it would at least give variety to what needs to be tanked. Instead of fixating on the 3 roles we have, we need to be aware that because there's imbalance in the roles now, we need to divide them further so that they ARE balanced (in which case, since 5 is a prime number, it only makes sense to now make 5 roles).
    This is just an outward analysis and I have no clue what the devs will actually do. But at the very least, I wanted to add some thoughts to the conversation.

    • @crisdelgadillo6502
      @crisdelgadillo6502 Місяць тому +1

      I mean there are technically multiple "roles" for dps it's just that to separate them would make more than 2 categories. Flyers, hitscan which can include snipers, tank busters, divers, area controllers which includes turret placers, and stallers; and many characters fit multiple roles. For example, a Cassidy can tank bust a Winston while being a hitscan; a Junkrat can stall with his trap while also being a tank buster; a Mei can act like a sudo sniper while also being a staller; Hanzo and Widow and are snipers and can control area, but Widow is also hitscan; a Reaper can dive someone but they're also a tank buster; Sym is a turret placer, but she also deals with tank (D.Va) and her ult is good for stalling enemy progression; etc... The reason that there are so many dps options is because dps has to fill out a lot of roles. Sometimes you need 2 hitscans because a good flyer can handle 1, sometimes you need 2 tank busters because of the enemy comp.
      If that's not what you meant sorry, but what would your 5 role categories be?
      Also while I never played ow1 I do agree with your points on tank and personally think 2 tanks would be better.
      I do think that having more types of damage would be interesting, right now there's only splash, beam, and a bullet. 1 of those can avoid being deflected or absorbed and 1 of them just ignores it. Sym and echo are the only dps with beams and echo isn't really viable at a range close enough to someone who can absorb/deflect attacks. Having another option for a dps beam would be nice, idk what other damage type you could make though

    • @elijahpark5344
      @elijahpark5344 Місяць тому +1

      @@crisdelgadillo6502 Heyo, in writing the comment I forgot about hit scan vs. projectile, but really it doesn’t change my thoughts on DPS. Besides characters like sombra and sym who have more of a “support” role than the rest of the dps, most dps do the same thing, which is, well, shoot things.
      Compare this to main support and off support which are distinctly different roles and purposes, or main tank and off tank, which are also different roles and purposes. They do different jobs and have to learn the game differently (a good comparison would be flats vs emongg actually, since their playstyles represent main vs off respectively).
      The reason why I suggest different damage types is because it would relieve offensive pressure without making a character incredibly strong. Sure the balancing would take ages, so I’m not sure how it would happen, but let me take a couple characters for example.
      Mauga is a big one. He just does ludicrous amounts of damage and healing, and when he’s meta, his sole purpose is to rip apart the other tank.
      Now, imagine if the damage of his right gun (a physical damage) was calculated separately from his left gun (a “special” damage), and each hero had different defensive reductions based on this damage. Suddenly his matchups would be less “I rip through you” and more “okay, I need to prioritize different targets based on game knowledge” which would contribute to “removing the dopamine effect from shooting tank” without making a tank feel like a damage sponge. You’re faced with a physically defensive tank, oh, use the left gun, poke a bit to get healing, and try to dive supports. You’re faced with a special tank, try to light em up as quickly as possible and rip through them.
      My point is that it would make damage feel less oppressive. Instead of dying because of solely damage, you’ll realize it’s more simply that your character is less fit for the job.
      While this might encourage counter swapping more, at the same time it also turns counter swapping into a skill itself, rather than just “tank matchups”, since now you’ll have to change the way you play tank against supports and vice versa (imagine being able to force bastion mains out because defensively you’re tanky against a physical damage, so they’d have to swap to someone like mei or sojourn who would likely do a different type of damage). Counter swapping is an integral identity of competitive OW, and I think if anything is kept, it should be, because it gives players agency to make last minute decisions that can turn a tide.
      On new roles, it would probably go something like this:
      - Tank
      - ADC (or whatever term OW uses)
      - DPS
      - Debuff Support
      - Healing Support (again, these names would probably change based on what OW wants)
      ADC would be a mix of tanks that were more aggressive and squishy to begin with (tank characters like junkerqueen, hog, zarya or dps characters like reaper, bastion, mei) who have ways of tanking more damage than usual and act as “shoot first” characters, which is as the name implies, attack damage carry. They push forward deal an aggressive amount of damage, and die for it (ofc they’d be balanced respectively to fit the role more)
      Debuff support would be your brig, sombra, sym, zen, hell, maybe even echo. Characters who mix damage and debuffs to give your team an advantage. Again, they would require rebalancing, but these would also be characters where they have some of the CC presence of tanks, but are squishier and sit in a backline doing other things as well, such as dealing damage or healing.
      My last point is whether or not there’d be role queue. Frankly, I don’t know. Having 5 roles restricts the roster a tremendous amount, meaning slower queue times, as there’s more roles to queue for. But hey, I never said this idea was perfect, and there had to be a catch anyway.

    • @pepekovallin
      @pepekovallin Місяць тому

      Finally someone that mentions turning tanks into bullet sponges isn't really fun, it's already hard to kill a tank now and people want to give them more health and damage reduction? That'll just make the game in general feel even clunkier to play

  • @SoloKrypton
    @SoloKrypton Місяць тому +20

    I had an idea, but I watched this first, and went through some of the tweets, so here is my revised "How To Make Tank Fun Again in three changes" (based on points that actually made sense)
    1. Minimap. I wasn't a big fan either, but really the information buff is going to help people soooo much.
    2. Additional tank passive: x% damage mitigation. In lieu of this; Tanks that RELY on mitigation abilities have them taken away for more team centric abilities eg Dooms power block gets taken away and instead he does like a ground punch that gives everyone in a radius around him like... 50 shield health for x seconds... etc
    3. Armor. This step has layers so let me cook;
    First: Nerf armor to have like 15% dmg mitigation. (you'll see why)
    Second: Change the tank passive to add additional armor instead of additional health for tanks
    Third: Add COMPLETE CC IMMUNITY AS LONG AS YOU ARE HITTING ARMOR
    Fourth: Dull audio like hitting wood as long as you are hitting armor (crits sound dull too)
    I think this way, balancing armor will be more of a per-case basis than a blanket change.
    What do you think?

    • @Why-rw6mo
      @Why-rw6mo Місяць тому +2

      Actually really good takes

    • @miuiruma273
      @miuiruma273 Місяць тому

      Minimap is the best solution

    • @joshuatolodxi179
      @joshuatolodxi179 Місяць тому +1

      I had a long ass paragraph written I clicked out and lost it I don't have it in me to do it again...
      But yes. Minimal.
      NOT JUST a minimal.
      I also want to pause or press select or whatever. I want a full screen map

    • @alexanderwagner2580
      @alexanderwagner2580 Місяць тому +1

      1. Really just QOL, but good
      2. Tank should definitely have that passive, and it would make them not need as much health overall/not take as long for supps to heal. You have to be careful with the team ability changes though.
      3. Yes. No CC due to armor just makes sense, they can tweak the numbers as needed then

    • @SoloKrypton
      @SoloKrypton Місяць тому

      Glad to see guys mostly agree. Awesome.

  • @harrisonpomerantz509
    @harrisonpomerantz509 Місяць тому +16

    Nerf Genji

  • @thegaminglord2190
    @thegaminglord2190 Місяць тому +28

    Fixing tanks without 6v6 is like taking 1 of the tire of a car and asking " how to fix this car and get it running good WITHOUT the forth tire"

    • @absolute-xero7502
      @absolute-xero7502 Місяць тому +3

      I've seen cars with 3 tires, but 1 sharp turn is all it takes for things to go sideways. 💀

    • @thegaminglord2190
      @thegaminglord2190 Місяць тому +2

      @@absolute-xero7502 exactly

    • @d41ma02
      @d41ma02 29 днів тому

      I literally made this exact same analogy.

    • @kellywilson137
      @kellywilson137 27 днів тому +1

      @@d41ma02 Blizzard retrofitted a Lambo into a Tuk-Tuk? lol

  • @ZaqDayton
    @ZaqDayton Місяць тому +8

    Hear me out:
    No hero bans, but rather hero pool selection.
    You select 2-3 heroes you could play in a game at the beginning.
    Ult charge for tanks is used for 2 things:
    1) Using your ult
    2) Swapping to another hero in your pool in realtime like a tag team mechanic
    Maybe Winston dives in and tags your Rein out (kind of like how BOB flys in/out). Maybe there’s a window where your tank is out of the fight.
    Also, reduce CC and/or the efficacy of CDs on tanks.
    Don’t know if this could also be applied to other roles too.
    Wouldn’t make you feel bad if your hero got banned as it’s additive, rather than subtractive. Also, removes the “I see you are X tank, so I’m going Y tank.” Bc it may not be in your hero pool.
    Would force players to actually learn how to play tanks in more situation rather than just giving up and swapping immediately - learning zilch.

  • @joereed8872
    @joereed8872 Місяць тому +5

    I think the defining role for tanks should be the ability to break or hold choke points. I dont think they should be an ambiguous point presence or high hp dps.
    My first change i would before anything else would be to reduce ult charge for all tanks by a significant amount. I think the fastest way to bring tanks away from counter picks is to reduce ult costs for tanks across the board. Tank ults are massive, and losing that should be the cost of switching in the mid fight. You could argue that lower ult charge will incentivize switch because you can build your ult fast, but with how tank ults lead to snowballing being the tank to ult first is a massive advantage.
    My second change if the first wasn't enough would be to change the passive from a defensive oriented to an action oriented passive. Doomfists personal passive is a great example. If tanks are rewarded with sustain for making active plays instead being rewarded with sustain by virtue of being the tank, the game will feel better to learn.
    If these still dont work to make tank more fun, my last change would to change armor health and give all tanks armor and remove armor from not tanks. I would change armor from damage reduction to cc immunity.

  • @livedcoffee1719
    @livedcoffee1719 Місяць тому +6

    I think we need to get rid of the ult carry over passive; it makes counter swapping even better of an option than it should be. Even if you think counter swapping is a core part of overwatch, you can't deny that the strain on ult economy kept it in check. along with that, I'd giga-mega-buff tank ultimates (while increasing their cost a too), together without ult carry over I think this would help bring in the counter swapping issue. Now a days ult combos are so much more important that individual ults. So then if the average ults can be described as the number 1, i'd buff tanks to generally be 1.5. A total game changer, and something you'd feel the impact of wasting by counter swapping. It'd be something to make tanks feel strong without them just stomping on the opposition.
    There needs to be a change in direction of buffs too. The age of a tank just eating damage to take space are gone, it seems we're already seeing a shift personally, but I need full throtle on the idea that tanks be balanced around their ability to manipulate interactions between their team and the enemy. Roles are based off designed interactions, and before tanks had a balance of interacting with the enviorment and disrupting interaction between the enemy and your team, with taking space taking a far back seat, more characters like Zarya need to pop up, and existing ones should take a page out of her book. Her value is directly tied to how well she disrupts the enemy teams ability to interact with her team. I think this is the new direction, and and example of how they could implement this change to a couple of tanks would be to lower the duration of JQ shout, but give it a shorter cooldown, therefore you can use it like twice a fight more convincingly for pushes. I'd make Ram's ravenous vortex all around better (and increase the cooldown), because then it'd create this intense contrast between using it defensively against mobile heros, hampering their assault, or offensively, calling out out of position enemies. This should be the direction tanks take in overwatch 2, the saving grace of 6 v 6 for the tank role was that you took turns being a fucking punching bag, 6 v 6 wont save you, it'll just make you hate your other tank for not swapping in to cover damage.

  • @Grimmjow_Jaegerjaques
    @Grimmjow_Jaegerjaques Місяць тому +5

    terraria ost goes hard

  • @Karatarari
    @Karatarari Місяць тому +2

    The Mini-map thing is iffy honestly I could see them adding the HP Display(PvE HUD) with distance and elevation markers next to it in a really condensed but understandable way. Something like [46.6m ^] to gage vague but meaningful information. I could only see Minimap working if it was like Warframes, mostly hollow and vague layout and dots with arrows above and below to show elevation so it doesnt get too messy.

  • @dosears1229
    @dosears1229 Місяць тому +8

    I miss having an off tank cuz it was like, this synergy, and the game just felt more tactical

  • @uncrackedegg9638
    @uncrackedegg9638 Місяць тому +5

    Give tanks more abilities and take away some of their stats, tanks with forever be stat sticks until they have some of the flexibility two tanks gave in overwatch 1

  • @ColeTanaka
    @ColeTanaka 13 днів тому

    Building on the HUD idea/ general QOL stuff, having something similar to damage indicators showing the direction of your assailants, but for your team. So if your supports are getting jumped, you get a little indicator, similar to how supports can see critical health. Another thing is just more in-game voices. In Apex, characters will call out automatically when the team is spread too far apart, situational voice lines are often overlooked and can help a lot in low tiers.

  • @kardunbar
    @kardunbar Місяць тому +1

    i agree with the cc/ability 30% reduction for sure (nade, non-ult hard cc, damage, boops, etc.) but i also wonder if buffs and changes on armour would help. like you said, beta rein had more armour % than health and i think it could make a huge difference in the tanks exploding issue, especially if they give tanks more armour and add in some buffs, even make some changes so maybe tank-busters like bastion and reaper struggle more against armour than they do rn. then maybe make it so headshots have a reduced impact on tank to combat their massive hitboxes, and adjust the audio to be less rewarding against tanks and maybe you have something that works. i don't play tank and maybe this would be overtuned or maybe it'd be useless! but i'd love to see how something like that plays out. i feel like it'd put the other tanks on a similar playing field as orisa (who honestly would likely need to be nerfed if armour is buffed) without affecting their character identities/homogenizing every tank!

  • @DxXNA
    @DxXNA Місяць тому +12

    RIP, wanted this suggestion to get looked at didn't see he was doing this.
    Firstly, reduce the strain on support resources by reducing the total health pool to restore and making tanks take less incoming damage.
    - Reduce tanks health by 45-55% this way they are more like 300-400hp.
    - Tanks will take 40% less damage meaning 100 damage is now only 60 damage.
    Secondly, reduce the effect of "ALL" status effects by 40%. Below you'll see a list of what I mean by status effects. The purpose of this is to reduce the effectiveness of them since they are most likely to be dumped/utilized on the tank.
    This ultimately means that enemies will gain less ultimate charge and their abilities won't have as much benefit to be used on the tank. The reduced hp is to compensate for the 40% damage reduction which effectively makes able to be health restored almost 2x faster and able to sustain when supported almost 2x easier. Where they will be "nerfed" slightly is the fact the they will have around 5-15% less effective hp so when fully unsupported they will die faster.
    Most/All Tanks would likely need some # adjustments to compensate for the greater sustain and health changes.
    Potential status effect / ability changes
    [ANA] - Sleep Dart will only be 3 Seconds (Down from 3.5 seconds verse Tanks).
    [ANA] - Anti Nade will stop 60% of Healing Received. (Down from 100%).
    [ZEN] - Discord Orb’s increase on damage received is reduced to 18%. (Down from 30%).
    [JUNKRAT] - Steel Trap stepping in will last 1.5 seconds. (Down from 2.5 seconds).
    [SOMBRA] - Hack Ability lockout duration reduced to 0.9 seconds. (Down from 1.5 seconds).
    [CASSIDY] - Magnetic Grenade slow effect reduced to -15% slow. (Down from -25% Slow).
    [ASHE] - Dynamite burn duration reduced to 3 seconds. (Down from 5 seconds).
    [WIDOWMAKER] - Venom Mine poison duration reduced to 3 seconds. (Down from 5 seconds).
    [ROADHOG] - Chain Hook pull speed reduced to 24m/s. (Down from 40m/s).
    [ROADHOG] - Pig Pen slow -40% slow → -24% slow
    [JQ] Jagged Blade wound damage occurs over 1.8 seconds. (Down from 3 seconds).
    [JQ] Carnage Wound Damage occurs over 1.8 seconds. (Down from 3 seconds).
    [MEI] Endothermic blaster slow effect reduced to -18% slow. (Down from -30% slow).
    [RAMATTRA] Ravenous Vortex slow effect reduced to -24% slow. (Down from -40% slow).
    [MAUGA] - Incendiary Chaingun burn effect reduced to 1.8 seconds. (Down from 3 seconds).
    [MAUGA] - Volatile Chaingun will now take 14 shots to cause critical. (Up from 10 shots).
    [SYMMETRA] - Sentry Turret slow effect reduced to -9% slow. (Down from -15% slow).
    [SIGMA] - Accretion reduced knockdown duration to 0.72 seconds. (Down from 1.2 seconds).
    [DPS PASSIVE] - Reduced to 9% (Down from 15%).

    • @Midguardsormr
      @Midguardsormr Місяць тому +1

      Ah yes, make tanks feel better by cutting off half their total health

    • @DxXNA
      @DxXNA Місяць тому +11

      @@Midguardsormr Yep, but did you actually read what i wrote or just write a dumb response? The "40%" damage reduction must have went over your head because that would be broken if we didn't reduce their total health in relation. All that really happens is supports can heal them 2x faster and they don't explode while being healed as easily.

    • @RD-um9dy
      @RD-um9dy Місяць тому +8

      @@Midguardsormrit’s actually the same amount of effective health, but now the tank won’t have to feel so reliant on their support

    • @MadMax55777
      @MadMax55777 Місяць тому

      So... uh, you're suggesting that fixing tank is essentially making every tank except Orisa extremly shit? Why?

    • @DxXNA
      @DxXNA Місяць тому

      @@MadMax55777 Can you elaborate why you think my suggestion suggests that? I rewrote it slightly and made it more descriptive if for some reason part of it made no sense in it's more simplified form.

  • @somaraparicio3537
    @somaraparicio3537 Місяць тому +6

    I have an idea on how to make the horse less annoying. Reowork fortified to be a channeling ability that after 1 second you turn into something similar to old bastion turret but without the crazy damage. The idea is you would need to predict the ability like punch/pin/BOB/etc instead of reacting. To balance the loss of movement you instantly reset your heat bar and get 100% heat reduction while keeping the fortified effect. This allows you to block ultimate combos like shatter/firestrike/pin from rein and it also allows for a little experimental idea of increasing orisa’s hitbox when she does that to be even more of a wall.

  • @calebstanerstratsshop1834
    @calebstanerstratsshop1834 Місяць тому +1

    I think the minimap idea is really good. This will also give another element for the design team to work with when designing heroes.

  • @Mysthios124
    @Mysthios124 Місяць тому +1

    My Idea for it is probably a bit simple but might just be enough.
    1. Increase Tank Health a little bit more. Back in 6v6 there would be basically 800-1000 Health from both tanks and to have that lowered by a sufficient amount is a bit nuts, I’m not saying Tanks should have 1000 health as that would be crazy but maybe bump Rein to 750 (400+350) and Hog to maybe 850 may be effective enough.
    2. Increase the efficiency of Defensive abilities. Most of the defensive abilities usually don’t have efficient defence, for the Tank or the Team, and I find that maybe increasing their to a balance would be fair, some don’t need adjusting like Fortify or Defence Matrix but maybe increases to Rein Shield, Doom’s Passive Overhealth etc. may be enough to help with survival without having to gigabuff supports or Healing.
    3. Add more to the Tank Passive. The Tank passive has fair effects but its nowhere near effective enough, so I would personally add two parts to it: First being what I call “Unyielding”, Tanks have a passive 5% Damage reduction when NOT using a defensive ability. Overhealth will also remain unaffected by this passive but natural health would. Second is what I would call “Unshaken”, all tanks have varying amounts of effective protections from Debuffs and CCs, with a few exceptions. I would also change how some effects work like how some would ignore armour.
    4. An address to Counter swapping. Just set Ult to 0% again, and lower Ult generation earned for 30 seconds to make it more punishing and needs to to be more considered to do, across all Roles, to swap to counter must be necessary to prevent hard counters from just holding, which would mainly be done by balancing, but some characters on Principle will do that anyway as part of their identity, but still shouldn’t be so risk free

  • @ferociousfuture2110
    @ferociousfuture2110 Місяць тому +15

    My take on this is not to buff numbers but to change how the role works. The best way to explain it is to make everyone have an ability or passive that works like the queen's command shout or Mauga's area. Something that helps the whole team like a real frontline.

    • @mckookie2967
      @mckookie2967 Місяць тому +16

      Yup homogenize the role so no charters r unique. 6v6 is the way

    • @livedcoffee1719
      @livedcoffee1719 Місяць тому

      This though process exactly, tanks need a new primary interaction after their job as meat shield, space taker was condemned with 6v6

    • @melani8598
      @melani8598 Місяць тому

      Going along with this, is I think a good start to make the game more interesting IN GENERAL would be to give each hero a UNIQUE passive to who the hero is. Obviously this is a big ask right now, but I think having heroes that have unique passives would be a good step in improving the general health of the game overall. No other "MOBA" (not sure what else to classify OW as) has flat passives for each type of hero, instead each hero has unique passives that may have a good symbiotic effect with another hero whether it be passives working well together, or one hero having a passive that works well in conjunction with another heroes abilities. I think this would help not just tanks significantly, but also make the game more interesting to play.
      In my opinion, having flat role passives is extremely boring. Why does a spray-and-pray hero like bastion or tracer share pretty much the same set of passives as widowmaker? Why does Mei share passive effect with sombra? Obviously some heroes already have a semi-unique passive but its never anything particularly interesting or game-changing.
      This could also create room for tanks to have good passives that not only benefit their team, but also help them frontline better rather than just a flat, two-dimensional boring passive such as "cc less good on tank".
      A good example of an ability that had kind of the same effect but wasnt a passive was torbjorns shields he could put on the ground for his team to pick up. It wasn't hugely overpowered, but gave torbjorn a very unique ability that allowed him to be more than just a "point and shoot/ place turret" hero. Doing something like this with other heroes in the game, and maybe even giving torbjorn back his shields would help with a lot of things the game struggles with today.
      Afterthought:
      - Honestly, I think adding abilities back like torbjorns shield packs could make the game more enjoyable for not just tanks but for everyone else. It would provide a nice defensive buff that wasn't permanent for people, which helps lessen the impact of the new DPS passive, and helps take some pressure off the tanks WITHOUT taking away from the tanks purpose.

    • @RD-um9dy
      @RD-um9dy Місяць тому +1

      @@mckookie2967exactly, it ruins tanks design because now every take has to be good at being a frontline

    • @livedcoffee1719
      @livedcoffee1719 Місяць тому

      @@mckookie2967 6 v 6 isn't the way, it's not gonna stop counter switching, it's not gonna stop tanks from feeling like a designer punching bag, and if it doesn't do those 2 things they 6 v 6 isn't a better solution in the slightest. The real difference from overwatch 1 is that counter swapping used to balanced out by disrupting your teams ult economy, which just isn't as true anymore since you retain ult charge when you switch. That's the change they should revert.

  • @jamesbland5207
    @jamesbland5207 Місяць тому +4

    I was actually thinking about this, making my own Overwatch 2 like game. First the roles would be renamed: Bosses, Bandits, Back-up.
    Bosses work like big slow DPS that can spread out lots of damage, but might kill 1-2 people. The drawback is that they have a LONG cooldown. Like wait next fight kind of long. If they use that cooldown on the 1v1 thet will win, but maybe not have it during the team fight.
    Bosses become less like a wall and more like a stop sign. They push, you stop, they retreat, you go.

  • @K1llaMang0
    @K1llaMang0 Місяць тому

    it was nice to be at your appearance at the esports tower flats! good to hear what you had to say and I would love to be good at overwatch, but it is rough like you said with people fighting lmaoo

  • @Dekatlas
    @Dekatlas Місяць тому +1

    IMO and after testing a few things, I think that, although not a perma-fix to the Tank role but increasing Tank basic movement speed by 20% and 15% in-combat Ultimate charge.
    I can't code for the life of me but I figured that giving Tanks more movement could allow them to have an easier time to dodge enemy cooldowns. And the 15% in-combat Ultimate increase so that they get rewarded for making aggressive plays and more opportunities to make plays.
    The movement speed increase also showed me that they are faster at taking space and disengaging if they feel like doing so without it being impossible to chase off if they are really out of position.
    The 5v5 format is not going to be perfect for Tanks but the Dev team have yet to really address any of the Tank issues. The Gameplay for Supports has being tackled across 8+ seasons and DPS with the new passive but Tank have yet to really have a season focusing on them and their issues. 5v5 is a complete new format and the Dev team really needs to help the Tank role asap. It has been the most forgotten role for too long.
    The test was conducted across High Plat - Low Silver but I will continue to test this with more players to see if it could at least help the Tank role just a bit.
    (NOTE: Not saying that these adjustments need to be a new passive. Just that the gameplay around tanks have not changed and the format have not benefited Tanks because the Dev Team has yet to really make significant improvements to the role.)
    Open for feedback!
    EDIT: DPS passive should be decreased on Tanks. 20% on Squishies and 10-15% on Tanks imo.

  • @ArthurEverling
    @ArthurEverling Місяць тому +9

    If 5v5 is to stay, possibly adding weaknesses in tanks that only other tanks can exploit and specific to the tank matchup. Maybe for example if a Rein pins an Orisa into a wall it does extra damage but only specifically to Orisa or other specified tanks? Or if Zarya gets past a certain Charge level it can pierce Winston bubble but does less damage though said bubble? Adding ways for tanks to play into each other without defaulting to counter swapping would be a good start.

    • @united6869
      @united6869 Місяць тому

      Up

    • @scumknight6074
      @scumknight6074 Місяць тому +3

      I prefer the idea of overkitting every tank so that each tank could effectively brawl each other regardless of the outcome. Sigma and Ramattra are way better than Reinhardt for this reason.

    • @alexanderwagner2580
      @alexanderwagner2580 Місяць тому +3

      ​@@scumknight6074that honestly doesn't sound fun though. It sounds like every tank will be homogenous more or less, at which point you might as well just have 1 tank at all

  • @subliminalash4256
    @subliminalash4256 Місяць тому +9

    We all saw you accidentally upload this on the main channel lol

  • @itrybutdie
    @itrybutdie Місяць тому +1

    my main takeaways from the video
    - minimap would be insanely helpful for team coordination but should be optional as pro players know where their team is
    and as flats was on the rant about how he doesn't think tanks should just be big dps role I got an idea
    - tank should be reworked to do less damage with more health AND __healers should be reworked to do less healing so that tanks can still be threatening enough to create space__ and secure kills and be threatening enough to open space.
    this way dive tanks still can dive in and create space but wont be used to just be gunning down the back row. this change can fundamentally change the tank role, making tanks more like the miniboss of each team rather than a fat dps that has to hide after being immediately gunned down. however it might help to make some changes to tank heros to adjust to this, and having some dmg dealing abilities for tanks to secure kills better can still fit in just fine
    ps I'm against hero bans and I can explain some of my reasoning
    it will target one tricks, heros who have a niche in certain maps making those heros dead, and I feel will just generally achieve little while annoying people
    pps completely unrelated but for the love of god why wont overwatch make it so that when someone leaves the game an ai will take their place

  • @cragebors4181
    @cragebors4181 Місяць тому

    A thing me and a friend was talking about was getting ride of role passives in general and giving characters passive based on there kit and personality. When overwatch 2 was first announced and I saw that zen was Getting a stronger melee it was cool and awesome that he had something no other hero had. It started happening to new hero’s as they came out as well and while not totally sure it could fix some stuff with all characters. I don’t have any solutions to counter-swapping and I don’t think any one solution is going to work perfectly.

  • @Phobie_2008
    @Phobie_2008 Місяць тому +26

    Honestly, people say 5v5 is a flawed format, which is true. But i also feel like the god awful balance is a much bigger contributor to this problem. This season feels like a massive tank nerf. The projectile changes makes it so you’re taken even more damage due to people hitting more shots, and the unnecessarily oppressive DPS passive makes this even worse. Since you’re being shot by DPS like 80% of the game because….well…you’re the tank. Then there’s just characters that do a fuck ton of damage, broken abilities like Discord, etc.
    Overall I feel like in order to make tank feel better to play, there has to be less oppression surrounding it. But maybe this is a bad take, I don’t know.

    • @castamere3368
      @castamere3368 Місяць тому +2

      i feel like 5v5 isnt flawed, but blizzard doesnt know how to balance it with their odd mentality of wanting every role to be able to do anything. Feel like the answer is make tanks tank, dps do dps, and healers heal. Rather than tanks being tanks and dps, and sometimes healers. Dps being Dps along with sometimes healer and sometimes tank. Then Healer being heals, along with almost always DPS and frequently tank. Give tanks a reason to exist rather than them being slightly more HP DPS

    • @Quizzy0000
      @Quizzy0000 Місяць тому

      doom is by far the strongest tank atm if doom is s tier next tank comes in at B tier

    • @diablotry5154
      @diablotry5154 Місяць тому +2

      ​@@castamere3368they're supports not healers. If all they did was heal you can say goodbye to overwatch because no one will play supports anymore

    • @castamere3368
      @castamere3368 Місяць тому

      @@diablotry5154 then why do you complain when supports dont heal?

    • @diablotry5154
      @diablotry5154 Місяць тому

      @@castamere3368 I don't??? Lmao what are you trying to cook

  • @Zerzsil
    @Zerzsil Місяць тому +13

    Something I would love to see tried is giving tanks ult charge when they get hit by negative effects or CC (from targeted non ult CC at least).
    So for example lets say you get 5% charge per negative effect. So when you get hit by Sleep, anti, hinder, hack, rock, and discord you would get a whopping 30% ult charge from their bullying. I think this gives tanks the ability to be a bit more imposing, and prevents others from trying to make their game miserable just for the sake of it. I would love it if they were less effected by environmental CC as well, basically anything that wouldn't give ult charge. Ex: they wouldn't be slowed much by mie gun or ram circle thing. Now this would be a big shakeup and be a huge lift for balancing the entire cast afterwards but I think there is real merit to the idea, or at least it would be fun for tanks.

    • @bennettnez4711
      @bennettnez4711 Місяць тому

      Out of the box! Nice.

    • @soIzec
      @soIzec Місяць тому

      Hm true, but then we have a scenario where we are basically encouraging the tank to feed to an extent, and that just wouldn't feel great... especially in the lower rank.
      I'm all for this idea, but obviously since it's such a different take on what to do with tank, balancing it won't be as easy.

  • @oscarroque8969
    @oscarroque8969 Місяць тому +1

    I would love to see specific passives for every hero, like smite does, that encourages to play the hero more

  • @lotusprincetsukimatsu6609
    @lotusprincetsukimatsu6609 Місяць тому

    Tanks are supposed to be space creators and tempo setters, but they individually do those jobs differently. However they can be grouped somewhat together in how they do it. I think we should give a passive to each one of those groups. An example is that dive tanks get a buff of some kind the more people they are affecting, the more cooldowns they force the enemies to use (obviously not continuous but within a fight or timeframe) or Rush Tanks getting a temporary buff when full sending. Their passive should incentivize quick and decisive action.

  • @maximiliangiesa6786
    @maximiliangiesa6786 Місяць тому +5

    As QOL: Let dps and tanks see hp of allies through walls like supports.

    • @deadlyshotz2937
      @deadlyshotz2937 Місяць тому +2

      That's a setting you can turn on in your settings

  • @yaxxydesu5776
    @yaxxydesu5776 Місяць тому +4

    How do you fix Overwatch tank in Overwatch 2 WITHOUT going back to 6v6 while the biggest problem is a format issue ?
    lol

  • @johnmetzakis2910
    @johnmetzakis2910 Місяць тому

    Things that ive suggested and even contributed to Spilo tackling this a few months ago. a tank passive. that only enables 1 debuff to be active on a tank anyone time. weather if applying a debuff on a target already debufed has no effect or cancels the former when applying the new one. DPS passive is separate to this in that there is a minimum damage threshold before applying the effect, furthermore, the duration when applied is half than other roles. Tanks also have a reduced respawn timer enabling them to get back in the fight sooner. from this point it comes down to adjusting each tank individually to finish off.

  • @xarksins
    @xarksins Місяць тому +1

    What about:
    1. A damage / cc reduction passive for tank but excluded enemy tank.
    2. Increase tank damage but increase damage fall off. (For example after 10-20 meters dmg start dropping for brawl tanks)
    3. Reduce tank sustain abilities but add a minor consistent healing for tanks (For exmaple 5 hp per sec).
    For reference I'm not a tank main just throwing out ideas.

  • @kingtomothy6187
    @kingtomothy6187 Місяць тому +7

    everybody gets one swap per round, use it wisely

    • @josephreynolds2401
      @josephreynolds2401 Місяць тому

      Ez

    • @CROSSFADE69
      @CROSSFADE69 Місяць тому +4

      No that means you incentivized to only play the strongest tank out of gate and for your dps and supports to swap last so they can hard counter the enemy tank the most for a easy win.

    • @reagansido5823
      @reagansido5823 Місяць тому +5

      best hope you don't get unlucky and choose a tank the other team is countering.

    • @popecedric4448
      @popecedric4448 Місяць тому

      Doom

    • @seriously_serious
      @seriously_serious Місяць тому

      That still leaves problems

  • @zencorridor5788
    @zencorridor5788 Місяць тому +30

    I really don't think there IS an answer, Flats. 6v6 has its own issues, but 6v6 was the identity of Overwatch 1. If they REALLY need to spice it up, 7v7 really is the only answer left.

    • @gavintommerdahl7969
      @gavintommerdahl7969 Місяць тому +1

      ??

    • @wonderwafier3776
      @wonderwafier3776 Місяць тому +9

      1 Tank, 3 supports, 3 DPS, perfectly balanced as all things should be

    • @mrezex4266
      @mrezex4266 Місяць тому +2

      nah bro, 8v8 is were its at

    • @doktorbone
      @doktorbone Місяць тому

      ⁠@@wonderwafier3776nah there’s probably still gonna be the same issues if there still only one tank 2 tanks 3 dps and 2 supports could probably work better.

    • @TalibMohayudin
      @TalibMohayudin Місяць тому +3

      12 vs 12 (TF2)

  • @paper-tiger7375
    @paper-tiger7375 Місяць тому

    I only play ball, but I’d say give tanks more counter play to cc cooldowns or mitigate its effect on them. Give more mobility options for both engaging/ disengaging. And a bit of a stretch but more than any other role the tanks could get some individual passives. Like how in Easter ball would gain more damage by crab walking. Not that, that example specifically is good for him; but it gave an interesting layer to his kit without adding a new cooldown

  • @Ben-bv9zr
    @Ben-bv9zr Місяць тому +1

    Overwatch is supposed to be designed like a fps smite or league (at least if i remember right) but something ive noticed from smite is the guardians or tanks in that game almost all have a strong cc in some form to create plays same as overwatch but what those dont have is a equal amount of cc AND saving abilities to deny the play u tried to make. Each support either has a cc or cancel ability to stop ur play but it also creeps into dps with hinder and mei slow. There is also movement creep. So with that almost every support snd dps can either effectively deny your play or evade your play

  • @omgbutterbee7978
    @omgbutterbee7978 Місяць тому +7

    Dopamine hit idea.. Make the intensity of the dink sound be proportional to the percentage of HP you are doing in damage. So if you do 10 damage to a tank with 500hp it will be a quiet, unsatisfying sound but if you do the same damage to a Tracer it would be more intense since 10hp out of 150 is a much higher percentage of her total life. You still get the satisfying hit markers on tanks if they are low, and that's when they are a better target anyway. But people will naturally prefer to get the nice juicy sounds out of squishier targets.

  • @user-yo5xz6pr9x
    @user-yo5xz6pr9x Місяць тому +4

    This is just a spitball idea but they could make it so tanks can’t get headshotted or the tank passive goes from 30% to 40%-50%

    • @josephreynolds2401
      @josephreynolds2401 Місяць тому

      yup

    • @diablotry5154
      @diablotry5154 Місяць тому

      No crits on tank is super bad. We want them to feel better and not pop but that would make them immortal

    • @RIP_ZYZZ1738
      @RIP_ZYZZ1738 Місяць тому

      Orisa’s whole issue lmao.

    • @josephreynolds2401
      @josephreynolds2401 Місяць тому +1

      @@diablotry5154 Tanks get a vote. Something needs to change. Balance team hasn't said whether they're ever going to fix the tank experience to suit 5v5. Being the lobbies' personal dinkydinky hero to make DPS heroes feel better is antithetical to their designed purpose.
      People who farm crit shots off the tanks head at the expense of shooting any other target is one of tank's primary issues and among the most obvious fixes. Don't make it fun to shoot at the tanks head and tank in general.
      The game balance should punish people who focus tank thoughtlessly. This happens in every other role based game. This isn't controversial. If they can make the headshot fix without any other adjustments to HP then slowly tune it back, it'll feel alright.

    • @diablotry5154
      @diablotry5154 Місяць тому

      @@josephreynolds2401 no

  • @ThickNot
    @ThickNot Місяць тому +1

    Crazy Idea I’be had recently, what if we made all tanks hitbox and model look more like Queen and Zarya, might need some lore reason as to why with many of the tanks BUT it would make the whole “easy to hit ur op CD’s on” harder like sleep for example, you would have to balance HP and damage around this change ofc but I think it would make them more fun, I think most tanks don’t rely on their size tbh and those who do can get a size buff during specific CD’s, for example Orisa during gold, Ram during form and Rein/Monkey get their “size” from their respective shields

  • @saberleo
    @saberleo Місяць тому

    I've played in the 6v6 and the 5v5 both had their individual problems. Without full reverting into a 6v6, I believe there are currently 3 problems I see as a lower ranking player.
    1. As the brunt of all CC abilities, which tank should be, there needs to be some resistance factor that can build up over time. Maybe even using something similar to Orisa's Fortification buff to allow tanks to create space when being spammed with abilities.
    2. The DPS passive seems too punishing outright for anyone in the tank roll, as a tanks job is to be the front line, I personally believe switching the DPS passive from healing down on every character to instead supports do less healing when damaged. This creates the team incentive to protect the supports and maintain the team formation. Flanking characters like, Sombra, Tracer, etc. should be rewarded for flanking rather then just doing damage.
    3. There are some large power discrepancies when it comes to reactive abilities. When a tank's job is to create an opportunity for their team to perform, the opponent should have to respond with similar power. The abilities that comes to the front is Kiriko's suzu. Entire compositions of teams have to play around one ability to be able break a line.
    (Bonus). One thing I was thinking of for Reinhart, they desperately need for their shield to be a physical object. I personally, am so tired of folks running directly into the shield and just shooting Rein in the face. But hey, at least we're not getting flash-banged form above our head anymore. However, this is mostly like me just being a bad Rein player and allowing this to happen.
    (Bonus-Bonus) Thinking about folks ideas on Hero Ban's. I don't believe that is ever going to be a viable option for Overwatch 2. Everyone will just ban the hero that annoys them the most, without much thought as to synergy and counterplay. It also goes against the core identify of Overwatch where you can swap to any hero to be in a "better" position than you were before.

  • @heresyslayer2734
    @heresyslayer2734 Місяць тому +4

    bro forgot to take it off private lol

  • @sinistertoady6712
    @sinistertoady6712 Місяць тому +3

    I think you could ban counter swaps just for tank. So how it’s work is that when your in the hero menu(from main menu) you pick a tank then you could 1 counter and the enemy would not be able to swap to it. So if clicked rein and I didn’t want to be counter swapped by an orisa I pick orisa as my counter swap ban. So I’m game when I walk out on rein against anyone but orisa and they try to swap to orisa they can’t promoting more neutral swaps. And you could also walk out of spawn on what ever you want, it is literally just for counter swapping

    • @mcmann2243
      @mcmann2243 Місяць тому +1

      As an fgc enjoyer, I second the idea. Probably just in comp tho, everywhere else it seems like too much hassle

    • @mckookie2967
      @mckookie2967 Місяць тому +3

      Limiting choice sounds awful, and if I'm stuck on a bad hand I just lose? nah.

    • @denjii9
      @denjii9 Місяць тому +1

      this genuinely somehow a worse tank change than going to 5v5, tanks counter swapping is a problem yes but support and dps can also counter pick you which is what happens

    • @sinistertoady6712
      @sinistertoady6712 Місяць тому

      @@mckookie2967 No you can still swap just not to a counter that the enemy tank laid out. So it promotes neutral tank battles rather than I won first fight so they counter me and lose second fight because they hard countered me. Its one hero and it might not even be tank that they chose as the counter ban

    • @sinistertoady6712
      @sinistertoady6712 Місяць тому

      @@denjii9 You can ban any counter if you applied this to roadhog you'd be able to ban the enemy from countering you with ana. Its just one character but you have the option to pick what that character is and it isn't a flat out ban.

  • @shapedjarl846
    @shapedjarl846 Місяць тому +1

    1. Make the tank passive 30% over all resistance.
    This would apply to discord, dps passive, boop, how long stuns last, how long freeze lasts. And as of rn I can’t think of anything extra
    2. Add a 5% damage reduction to all incoming damage onto a tank. This would mean the ratio of healing to damage would be solved
    3. Reduce tank health by 50 so that their not too tanky as to where they never die

    • @shapedjarl846
      @shapedjarl846 Місяць тому

      I’m plat on tank so probably a million things I’m no understanding about the knock on effects. But I feel this could really deal with the issue of so many status effects being apyed to you mid fight

  • @chrisperry4014
    @chrisperry4014 Місяць тому +1

    I think tank damage mitigation should provide over health or healing equal to 10-15% of the damage absorbed. This makes doom, d.va, rein, etc. all better picks into hitscan and high sustain dps. I feel like tying each role’s passive to their unique role category, like damage output being tied to healing reduction, support healing being tied to healing done (like mercy’s passive) and tank mitigation being tied to more tankiness is the way to go. This ensures/incentivizes that each role is doing their job.

  • @itsali654
    @itsali654 Місяць тому +3

    1min lock on counter swapping , so u can still swap but not without using critical thinking

  • @forcekin1350
    @forcekin1350 Місяць тому +3

    Not sure if this would work, but id like to see it tried.
    Combine open queue with role queue, have people queue for a role
    Limit the roles to 2 per team, allow 2 tanks, 2 DPS, or 2 support. 1 role would have to be limited to 1.
    By having the role queue it would limit the ow1 experience of everyone picks DPS comps.

    • @BuffGenji
      @BuffGenji Місяць тому

      Having only one support would be horrible imo. Puts way too much pressure on them. Half the supports just wouldn’t function as a solo support. And then you’d have to rework all the tanks to fit back with having 2 potential tanks. And it brings stuff like double shield back. It’s an interesting idea, but it does not sound like it would work out, and it would require reworking a ton of the tanks and supports. It would probably just end up forcing there to be only 1 DPS most of the time, and DPS is the most played role

    • @okami7847
      @okami7847 Місяць тому

      I've had this idea for so long in my head but never saw anyone actually suggest it.

  • @jamesgomez3455
    @jamesgomez3455 Місяць тому

    main thing i would say is that it would need to be an ability resistance. every ability might be able to keep the same intensity on an ability. (same damage/DPS/debuff) but make the effect either cause like 70% knockback resist and 50% effect duration. like as tank ash dynamite really fucks you because the dps passive lasts way longer. the dynamite would only burn for half duration and the dps passive would only last 1 second. you still get value for targeting a tank but the tank has a lot more room for counterplay

  • @camoon874
    @camoon874 Місяць тому +1

    All tanks need their mitigation/heal/shield to live like rein shield orisa fort hog heal dva matrix doom/ram block bubble etc but having that as 1 or 2 of their 3-4 abilities means they have 1/2 or 3/4s as much fun as the other roles where all 4 of their buttons are fun and add to their theme. So make those mitigation abilities a passive like sombra fade that auto-activates, then get rid of all the self cc, movement lockout, and self slowdown on their abilities like dva guns rein shield rein ult rein charge etc and you give them all an extra 1 or 2 abilities since you have open slots now where the mitigation ones were and with more abilities you get more fun. Also with the tank part of tanks a passive ability they can be more unique since instead of every tank having the same generic orisa/hog fortify or sig/rein/ram shield or doom/ram block or dva/orisa defense matrix they have 1 or 2 new different unique abilities in those ability slots that could further the theme of the characters. With up to 2 more abilities the fun ceiling of tanks could be increased by up to 2 times for characters like orisa who has 2 out of 4 abilities there just to survive maybe even 3 if you count her ult. It is currently like if the DPS all had to have their left click or right click and sometimes both on an ability slot you'd get rid of alot of the fun of every dps character like which echo/ana/kiri/sojourn ability gets removed to allow them to barely fulfil their roles? and then are they as fun? no of course not but tanks have to have theirs on up to 2 ability slots? It also would help if there wasn't sombra's hack which just subtracts other characters' abilities at the same time as tanks already have basically half the # of abilities of the rest of the characters. Also being melee when you're slower or equal movement to the enemies is not a good experience and is why rein melee could be alot more fun and why genji/brig melee is alot more fun and also their shield/deflect is unique and adds to their character while rein's is just another tank shield. Even jq has more meaningful melee gameplay with her pull/movespeed buff giving effectively much more movement even though she also gets a shotgun. If Orisa was melee she would probably be just a better rein. She has much more control in her movement on e, fortify, spear instead of fire strike, and a much better version of slam on ult. But she also gets a gun. Where is the balancing for the melee design of reinhardt? They just ended up putting all the eggs in fire strike which is why there are 2 charges that go through shields on a low cooldown because basically it is the only rein ability where the fun doesn't come with a whole bunch of drawbacks and maybe you want trade-offs but those trade-offs should emerge from the gameplay not from just making the ability have a -10% movespeed value in code somewhere. Like for other characters if you use their ability in the wrong scenarios or you use an ability too soon or too often and its not ready when you need it but rein just has to take 400 damage to use charge take 20% more damage for holding shield take 200 damage for slam holding you still and you still aren't on top of the enemies in a position to use melee unless you got lucky with the slam or pin and the enemies didnt just hold lmb on you the entire time. Also if his shield was a passive abliity you could make it activate while using slam or charge which could help with those scenarios if they really want the self stun locks to be his identity.

  • @Demmurea
    @Demmurea Місяць тому

    @FLATS Why do we have Terraria theme music playing for the background?

  • @jammyman7085
    @jammyman7085 Місяць тому +1

    I guess this dosen't solve the whole tank explodes problem but
    1. Remove retain ult charge on swap compeletly
    2. Make tank ults across the board alot stronger and more valuable.
    3. Nerf / rework abilties that deny ults too efficently (Lamp, Suzu etc.)
    This might help the counterswap issue by making it so having ult advantage for these hypotethical buffed ults is far more valuable, so their is a decision to be made to swap for an advantage or stay on your tank to not give up on the ult economy race.

  • @Mochalexis
    @Mochalexis Місяць тому

    I think we should introduce a global TANK resource based cooldown. Which allows you to ignore CC for maybe one second upon use. BUT it only recharges when youre close to the enemy team (I think the enemy tank should be an exception to the recharge).
    This way close ranged tanks like Rein/Ramm, are incentivised to engage and can do so without worrying about being bombarded with CC cooldowns.
    There would have to be a bunch of niche differences between the tanks with this cd, as I think itd also just enable orisa to just play way too aggressively and act as a second gold.
    But, with it being a resource cooldown maybe it could charge up or charge down depending on how many cooldowns you use as a tank. This would prevent tanks like orisa or doomfist from constantly getting this new cooldown from just naturally recycling through their cooldowns. While also letting characters like Rein or Ramm to benefit from this because their CDs are more committment heavy or have longer cooldowns.

  • @iOZEDMOfficial
    @iOZEDMOfficial Місяць тому

    Thing is that the resistance to all CCs would be super good for all tanks. From at least 30% to 40% it would massively impact tanks like Hog, Doom and even WBall. But for those tanks maybe lower some of their health.

  • @denzellward5499
    @denzellward5499 Місяць тому

    A Hero pick+ban system can potentially change alot of the counter swap problems. *Example*
    -Both DPS pick the heroes they want(2)
    -Both Supports pick their heroes(2)
    -tank pick the hero for either synergy or to have an answer for what the other team picked(1)
    *next the ban stage with limits. Up to 2 tanks can be banned from either team. Up to 3 dps can be banned from either team. Up to 3 supports can be banned from either team*
    -tank picks one unselected hero they want to be banned from any role on the opposing team(-1)
    -Both DPS pick a hero they want to be banned from either role on the opposing team. If both DPS choose a different hero to ban, this will become a 50/50 on which hero gets banned(-1)
    Both supports pick a hero to ban from either role on the opposing team. This will also become a 50/50 if both supports pick a different hero(-1)
    *Next pick stage* similar to the first pick stage but this time supports pick first.
    -Both Supports pick the heroes they would like to play adding up to(4) support heroes in play so far.
    -Both DPS pick the heroes they would like to play, adding up to(4)DPS heroes in play so far.
    -Tank pick the hero they would to play adding up to(2) Tanks in play so far.
    *Next, 2nd and final ban stage*
    -Both Supports pick one hero they would like to ban from either role adding up to (-3)
    -Both DPS pick one hero they would like to ban from either role adding up to(-3)
    -Tank picks one hero they would like to ban adding up to(-2)
    *Next stage* Final pick stage
    -Tank picks 2 heroes they would like to play, adding up to(4) Tanks in play
    -DPS pick one hero they would like to play. If both players choose a different hero, it becomes a 50/50 on which hero can be played, adding up to(5) DPS heroes in play.
    -Supports pick one hero they would like to play. If both players choose different heroes, it becomes a 50/50 on which hero can be played, adding up to(5) supports in play.
    After each round, the process will resets and is done again. Banned heroes from the previous round will become unbanned and unable to be banned until the next round.
    This entire process will strategically encourage players to decide if they want to play towards their team’s strengths or the opposing team’s weaknesses without having all the answers. Between rounds, you’ll be able to adjust that strategy. Choose carefully on who you ban and who you pick to play

  • @NyanAnomaly
    @NyanAnomaly Місяць тому

    Keep in mind I haven't touched this game in a long while, but this is a random idea I came up with
    Give tank almost like an on fire meter that once charged enters a brief period of "rage", with slightly increased movement speed and a one-time 100% block to certain abilities, namely nade and hinder. Once entering this state the meter would slowly decrease until depleted for it to be charged once again. Might change things for the better, might make a different slew of problems, but it's different and could be interesting.
    Charging the meter could have priorities in how it gets charged. Maybe attacking multiple enemies in one or few shots yields extra charge, or killing enemies with assists could affect the charge gain depending on what would want to be encouraged. I think the main point is that the system chosen is complex enough that balancing could all come down to just tweaking a few numbers to adjust for particular tank heroes.

  • @altagos9265
    @altagos9265 Місяць тому

    i fucking love the mini-map idea. i struggle to get into a really competitive mindset, knowing where things are, where everyones standing. so on and so on. a mini map just to know where my team is at any given point when my team may not be great at communicating that would be huge.

  • @robdenhartog13
    @robdenhartog13 Місяць тому

    Let tank choose one of several bots at spawn. They fly with the tank and all have different buffs, like damage mitigation, or anti-cc, or a minimap functionality. Give the bots a good chunk of health and armor. Once destroyed, no more buffs.
    Allows for counterplay to enemy team by selecting the correct bot for the current situation. Gives you a mini 6v6 since there is an extra target to shoot.
    Offers more survivability to the tank without getting exploded and offers different types of play.
    You can make it so that you have a pool of 3 bots for the entire match and you can take the same one each time, or a different one each time. Also tbh makes the tankroll way more fun to play by giving an extra mechanic.
    Gives the devs an oportunity to make creative cool little robot droids with their own personality and voicelines and the freedom to go more all out with new tanks since you can mitigate weaknesses through these bots.
    Anyway, it just seems fun. :)

  • @mikeswan6707
    @mikeswan6707 Місяць тому

    loved the mini-map for tank, has to be worth a try

  • @shaharnadav386
    @shaharnadav386 Місяць тому +1

    How about making some sup and dps heroes lean into an 'off-tank' role imbracing a hybrid playstyle. This will relive some pressure from the tank to be the only Frontline. We know some lower damage dps and low healing supports exist and are loved.
    For example, remove Mei secondary fire and give her a close range/ defensive ability instead or reduce brig passive and e range but make her tankier.
    In many games, teams having varying levels of possible tankiness is crucial

  • @milamber319
    @milamber319 Місяць тому

    I think its 2 things. 1. make tanks reduce all anti effects (as has been mentioned) 2. 2 flex slots per team. Still can't have more than 2 of any role but you make 1 tank 1 dps and 1 healer and then 2 slots which you can flex choose. If you want 2 tanks you can but you have to give up a dps or healer.

  • @wearingorbentertainment716
    @wearingorbentertainment716 Місяць тому

    for fixing tank i think the tank passive changes could certainly be helpful, or even possibly just giving all the tanks a significant health boost (probably 150 - 400 ) to counter the effects of the dps passive so they don't just immediately melt.
    e
    i believe we also need some slight reworks.
    i would like to see rein's shield health go back up a significant amount and a slight increase to sigma's.
    i don't personally play enough ram to comment on it much but from fighting him i would say his shield is fine but his lifesteal during his ult needs to nerfed a bit cause he's stupidly difficult to kill when ulting.
    either that or significantly reduce it's duration.
    zaria i think needs a little less charge , not much, just a bit slower to get to that devastating 100% charge.
    i think winston and doom are mostly in good spots rn as far as abilities are concerned (although a part of me still wants doom to go back to being a dps and get his uppercut back)
    ball i think is okay and doesn't need a rework but he has a fairly niche use as a tank much like doomfist.
    i think hog's self heal should go back to being on a timer instead of a meter. otherwise he's alright i think.
    i don't see any immediate problem's with junkerqueen or orisa in her current form.
    d'va seems fine as well
    and mauga i think just reducing his regen capabilities would be enough to make him feel less broken.
    just cut it by about 10-25 % .
    but at the same time i'm not confident there is a way to fix tank by itself without introducing more power creep. the game would probably need to be completely rebalanced from the ground up which i know is a fairly unrealistic proposition. but they could potentially put a small team working on this in the background while the bulk of the team continues working as they've been and this small team could roll out new experimental versions every once in a while to see how people feel about the reworks. but i know that's highly unlikely so we'll see what happens XD
    (for anyone wondering this is from a player who play's mostly at the level of high gold/ low plat and has been playing since overwatch still had a defence role)

  • @untapped8776
    @untapped8776 Місяць тому

    I agree that the biggest knob they need to tune is the Tank passive. Knockback resistance just isn't enough. Tanks will take everything, and if they're always going to be so easy to hit, then debuffs need to be less effective on them. 30% less time on anti-heal, DPS passive, Discord damage, slows, stuns, hacks, traps, all of it.
    I also agree that reducing the satisfaction of shooting the tank would help a lot. It could also reinforce the idea that trying to shoot them down isn't as effective as denying their plays or avoiding their engages. It at least shouldn't be as effective.
    Tanks don't need to do more damage, they just have to not fall over attempting to hold any space.

  • @princesscadance197
    @princesscadance197 Місяць тому

    I wonder if a tank improvement could be to give tanks something like an Overwatch version of ‘Adaptation’ from Warframe. In that game, if you’re hit with say, a weapon that deals Heat damage, you’ll gain 10% resistance to Heat damage for like, 30 seconds. Every additional instance of Heat damage refreshes that resistance timer, as well as adds an additional 10% resistance to that damage type. If a player is slammed with enough Heat damage, they’ll eventually gain up to 90% damage reduction to that specific damage type.
    Maybe something similar could be implemented for tanks in this game. Except it’s like, 5% resistance per hero, not just damage, but gradual resistance toward a specific enemy hero in their entirety, and caps at like, 60%. So that way if someone is spamming damage at a tank, eventually that attacker’s damage will be cut down to less than half of what they were originally dealing.

  • @ashtsukishima2519
    @ashtsukishima2519 Місяць тому

    I always thought that the way to fix tanks is with passives. I got most of these ideas from remembering the deck/ card system and shop in paladins, so these are inspired by that.
    Keep in mind that ive only been playing overwatch for about 8 months, and i also dont play comp, if that matters in one way or another.
    1: Tanks have reduced damage, whether its reduced crits, or generally reduced damage below 50% health (or lower), doesnt matter. I think they should have some sort of built-in defense that helps them. Sure they have reduced knockback, but i dont think knockback is a huge thing in the game so i feel like its a bit useless. At least to me. (so this is i think what flats's idea is like as well)
    2: Healing buff/ burst; It is basically IMPOSSIBLE to keep up a tank once theyre at a quarter health (at least for me, even if i pump ALL my heals into them). So i feel like it would be useful for both sides, if tanks would get a sort of healing burst when there at critical health or something. Lets say youre healing a ram, he gets critical, then you get a healing buff of maybe 50 heals to keep him up better and he doesnt explode immediately. I dont know how effective this would be, or if this would be too overpowered in some way and i also dont know if im explaining it correctly, english isnt my first language so im sorry. I do feel like this would be a bit of a "cheap" fix, since this doesnt help tanks when theyre alone, but i think it would make survivability better. (This is also inspired by the shop in paladins, since theres an item that makes any player that buys it receive more heals; its called rejuvenate)
    these are the only ideas i have, im bad at judging if there good or not so feel free to tell me otherwise or critique them in any way :]

  • @ARHalden
    @ARHalden Місяць тому

    I def wouldn’t say I know more than you. My thought on helping tank could be a universal aura passive for all tanks. Not healing like jq or mauga, but maybe a damage reduction or mitigation by a small percent. Like a 10% aura that’s always on the tanks, but can cover the allies within like 5-10 meters. Taking this from the paladin auras in dnd. Just a thought

  • @gareththompson5582
    @gareththompson5582 Місяць тому

    To answer your question i think 1 good idea could be a cc accumalative immunity
    so for reference if orisa javalins you you get moved full distance NEXT time she does it within a certain amount of time you only move 50% of the distance if the does it a 3rd time you move 25% of you distance
    this can also work for knock up and stuns shortening the time you are knocked up or stunned by 50% then 25% if they hard focusing you with cc
    same with the likes of anti nades to the point of keep focusing that cc or antinade does not work and you wasted your CD
    also flats the part with grimmlins tale about the bans you went off about 6 bans and could be the best 2 healers etcetc
    thats the norm in ranked games in the like of LoL/Dota/Smite etc
    the norm is your team bans 2 heros, enemy team bans 2 heros, THEN 1 team picks 2 heros to lock in for your team and enemy team locks in 2 to play and YOU CANT PLAY THEM, ONLY THAT TEAM CAN, then ban 1 pick 1 ban 1 pick 1 till 5 bans and 5 picks per team has been done
    meaning in total 10bans have happened and maybe some one on your team wanted play hero X, but enemy team picked it meaning THEY CANT ANYMORE TOUGH SHIT PLAY SOME1 ELSE
    this is not a new thing and honestly make shit way more competetive as when you playagainst people alot you know what they are good at so you can focus a ban to try force them away from a playstyle or try get them out thier comfort zone or if some1 locks a certain hero you can either
    1 counter pick the enemy player or
    2 pick a hero you prefer to play and be more comfortable but at the risk of not getting a counterpick and maybe inturn getting countered
    its such a norm and it always confused me why overwatch never adopted some form of this in ranked as it does make a more intersting competetive scene specially in time when you legit see the exact same team stacked up against the exact same team🤷‍♂ winston anna brig reaper tracer was the comp if i remember correctly at worlds and basically only was played.....WHAT A SNORE FEST add bans to not allow that to happen.......
    how you like the idea and i think you should rethink the ban idea or maybe even watch/play some game that use the system so you can understand how more fun it make comp

    • @diablotry5154
      @diablotry5154 Місяць тому

      Bans are awful in a game like overwatch. It may work for league but it won't work here. The only ban that could work is map bans, but definitely not hero bans

  • @DukeOTN
    @DukeOTN Місяць тому

    I'm not sure about 5v5 or 6v6, I've pretty much stopped playing for probably close to a year now and likely wont be going back.
    But I think there's a way to fix Rein, without making him a raid boss pub stomper (at least I think it wont).
    1. Like you pointed out, with the armor, he should have a majority of his health be armor (like 50-60%)
    2. He should have a whole new ability, Overcharge, and it lasts for 7 seconds. And basically he overcharges his core to give him a slight walking speed increase (like 10-15% or so), slight swing speed increase (like 10-15% or so) and temporarily giving his shield an extra 200-300 health when you pop it as well. This will basically give him the ability to get into melee range easier (especially when you have characters like Zen who can just kick you and keep you mostly out of melee range), at key moments, have a little burst damage per second to help secure kills easier and the extra quick shield health will possibly allow him, and maybe his team, to get out of a sticky situation if needed.
    Now I'm not sure about any kind of dmg resistance for him personally, but maybe give tanks in general more dmg resistance so it doesn't feel like you explode all the damn time
    A final personal idea I have is to his normal charging ability. Basically when he pins someone he can stop the charge early, and slam an enemy into the ground (Like he does in the cinematic), for about 50% of the normal pin dmg. Again giving him more options for dmg without leaving him high and dry if you don't have a wall to pin against, but also not making the ability broken now.

  • @Rurumeto
    @Rurumeto Місяць тому

    Minimap + Team health indicators (which could also show ult charge & cooldowns) would be great QOL for such a hectic game.

  • @MANIAKRA
    @MANIAKRA Місяць тому

    Don't know why I was recommended this but I couldn't stop listening. I really enjoyed your brutal honesty, thanks for sharing

  • @nidohogg4783
    @nidohogg4783 Місяць тому

    Stacking damage reduction for each unique damage source. If the dps damages a tank then they would get say 5% damage reduction for 5 seconds. If the support hits them, then it bumps up to 10% from all sources and resets that 5 second timer. At max stacks this would be 25% if the entire team is focusing you down.
    This way tanks can survive against the enemy team for a while (as they’re intended to do) but not be so overwhelming that they can’t be singled out.

  • @GammermanBob
    @GammermanBob Місяць тому

    As a support main i love the mini map idea so people could tell when theyre out of my los

  • @alexanderwagner2580
    @alexanderwagner2580 Місяць тому +1

    As simple as possible fix? The role of off-tank is missing, so replace it with a flex role. Get rid of second support and have characters (like brig, mei, lucio) who fill the peel/frontline fights in that category

  • @zer0_757
    @zer0_757 Місяць тому

    I believe (as a tank main myself) that tanks can be fixed (or atleast go in a positive direction) by clearly defining their role. What i think about tank is the one who can take alot of damage and create opportunity (like space) for other roles to make their play. These can be done through 3 (or maybe more later on) types on hero design (mutually exclusive):
    1) focusing on increased health bar (mostly for hog) and reduced damage.
    2) focusing on amping up damage mitigation abilities and reduced damage (probably least damage done amongst all heroes).
    3) high mobility and medium damage and lesser health bar.
    Most important thing in first 2 design choices is that tank shouldn't be instant killable until all team members focus him down. And that doesn't mean amp up tanks damage. These designs align with the above definition.
    Considering these 3 design choices, mauga and orisa (from ow2) are certainly bad designs: they survive for long and do higher damage. Ramatra also falls somewhat in this odd design. High poke damage shouldn't be a tank thing, it's for the dps. That's the main reason i liked ow1 orisa more. Cause she played a tank role. Some tweaks were needed but not a complete rework.
    Hog should have the highest hp bar ever existed. And not that his breather should be buffed. That way if not managed properly hog will not be able to keep his hp full. He may have hook shot kill combo but with much higher cooldown.
    Many things can be defined and tweaked around these 3 hero design templates i just discussed little bit to give an idea.

  • @DillonU2
    @DillonU2 Місяць тому

    Im just glad you're open to discussing it now. I remember Flats was staying away from the discussion at first.

  • @samuelzxd2714
    @samuelzxd2714 Місяць тому

    Ultimately i think one of the biggest issues with tank is how the game doesn't actually reward the player to do their job right, compared to the other roles. To fix that i would lean more into the identity of the tank role, i.e. creating / holding space and being a threat. The changes would be as follows:
    1. Tanks now gain ult charge from mitigating dmg
    - this change would reward tank players for protecting themself and their team
    - of course some tanks benefit from this more than others and each tanks ult cost would be incriesed accordingly
    2. Decreased negative effects duration
    - this would include effects such as antinade, dps passive and stuns
    - i would imagine it to be added to the existing passive and be at least around 50%
    - since tanks purpose is to be the front of the team i don't believe they should be the most vulnerable targets to these effects
    - if this change feels too strong, the effect can be changed to be lost when under 40% Hp to allow counterplay
    3. Complete CC immunity when nearly full HP
    - inspired by the tweet in the video
    - i believe this would be a great way to increase the threat that tanks pose without incriesing their raw numbers
    - it functions like a great initiating tool but would be hard to keep the effect up during prolonged fights
    Overall these changes would only be for the tank role in general and if they were implemented i'd expect each tank to be separately rebalanced around them.

  • @HashtagWhattaNerd
    @HashtagWhattaNerd Місяць тому

    At around 21:00 you mention the mini map. Not only do I agree, I think that would be imperative to fixing the Sombra problem too.
    When she hacks health packs or characters, she can see them on the minimap AND they tell you who is there in an area around them. No more perma invis and her translocator has a timer of invis after throwing it. Then she can actually be the “hacker” they want without actively ruining the game with a perma invis character.

  • @user-bj2gu5fo5z
    @user-bj2gu5fo5z Місяць тому

    I feel like a more normal/reasonable fix for thanks is a passive that boost one of their abilities or other passives for example damge, movement speed, etc another example for rein the definition of a tank make his with each kill have the passive of decreasing cooldown in fire strike or charge by one sec

  • @ismaelvillalobos4949
    @ismaelvillalobos4949 Місяць тому

    We can increase cooldowns across the board make it less ability heavy have abilities be an actual gameplay mechanic and not just a gameplay enhancer, having increased cooldowns will make riskier for dive comps to roll

  • @MicaelBlaze
    @MicaelBlaze Місяць тому

    I guess the best way would be a new passive, like damage reduction depending on how many damge sources the tank is taking, so, the more players hittings the tank, the greater would the the percentage of dmg reduction.

  • @mordecai49
    @mordecai49 Місяць тому

    The fix in my head has always been give each tank +1 new ability to make each of them more well-rounded in what they can do.
    That way theoretically we can see less counter swapping because matchups won't be so deterministic.
    We can also drop the health pool and damage on tanks to compensate. Never seemed like a good idea to just add stats to tanks to compensate going from 2 to 1 tank per team.
    In the interview with Aaron Keller you both talked about the need for overwatch to have more 'levers' to adjust, and I think this approach adds not one but a series of levers that can be finely adjusted - versus just adding one new global passive as a massive lever who's impact on certain characters will be disproportionate.

  • @supersonicman4353
    @supersonicman4353 Місяць тому

    I feel like another 25-75 hp buff for tanks and maybe a 10-5% damage increase all around for tanks, the cc mitigation thing that flats was talking about and blocks and ults such as doofist block and primal being more resistant to immune to cc like sleep and then things such as rein charge or doom punch not being able to be stopped by a brig bash, or sleep or there are special interaction with say rein charge and sleep where if he gets slept he keeps his momentum and Ethier kills the target he's already pinned or do like a big Mauga slam when he gets slept where he falls down to the ground and does a good amount of damage in a aoe with a very short period of invulnerability but still able to take damage it'll make it so good plays can be countered by good plays but shooting a sleep and anti at the tank in the middle of a fight wont kill him and it'll make supports and dps use cc more efficiently raising the skill floor a tad and boosting the skill ceiling (still the less satisfying sounds to that's important maybe this is a bit to much like the damage or hp but I feel strongly for cc not completely countering tank abilities.)