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Showing posts from September, 2019

Design discussion about tanks

Sticking with the current community topics let’s continue with our talk about tanks, my last post had a talk about what are some design points for a tank in overwatch.   A quick run down is that tanks need a good health pool to survive burst damage, a low but consistent DPS, conditional burst damage to feel fun and lastly a balance of shield and/or damage ability. The last common thread with tanks, and I’m sure will be a constant going forward in OW, is that tanks lack a significant range option.  With these general guidelines, what are we able to change on tanks to make them feel more balanced and/or fun?   Healthpools seem to be balanced, adding more armor is a possibility but with the armor change it doesn’t make the largest difference in today's game. My personal take on armor is that it serves two purposes.   The first is to protect a hero from specific sources of burst damage, which adds variety to hero design that I believe isn’t used enough.   The second is to give a