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 hero a
larger HP pool without giving excessive ultimate charge. Even with the increase of damage on all DPS
heroes, with support a tank can survive through quite a bit. The common complaint lies more with being
able to damage a tank at all rather than the size of HP pools.
The next balance point is shields. Shields are a tricky concept to balance. The main issue is that if you weaken a shield
so that a DPS hero can challenge them then the shields are simply too weak
against a team. Blizzard has done a good
job balancing this by giving heroes a strong shield under specific conditions. Rein loses the ability to attack and moves
slower while Orisa must play around her shield once it’s used. All other tanks
are heavily cooldown dependent. There is always something you can attempt to
take advantage of when fighting these tanks.
This is one of the main reasons I believe Sigma is considered a bit over
powered. He breaks this idea, he doesn’t lose the ability to damage when using
a shield, he doesn’t have to play around it once it’s out nor does he lose any
speed. Simply put, Sigma has no weakness
or counter play when using a shield.
Next up is a tanks average DPS, aside from Sigma no tank
really feels like they do as much damage as a DPS hero consistently. Tanks need some damage to pose a threat if
they’re ever attacked, normally their damage is around the amount a support
heals for on average, 60ish. This seems
to be on purpose, most tanks have an easier mechanic to deal damage. It gives a DPS hero the advantage if they can
land their shots and if they cannot then the consistent damage of a tank will
win in 4 seconds.
While tanks deal a low amount of DPS consistently they also
have an ability to do massive damage at times.
This idea is what I call a tank’s conditional burst damage and is one of
the primary points that make a tank fun to play in the standard FPS sense. You’ll notice that tanks are defensive for a
bit of time and while that sounds boring what they gain is an extremely high
impact moment from time to time. Easy examples of this are hogs hook, Zarya’s
charge mechanic, Rein and Winston’s cleave and Orisa’s halt. All these abilities allow a tank to deal threatening
damage to one or many heroes but not constantly.
This is where I think blizzard should make changes for a tank at first.
This is where I think blizzard should make changes for a tank at first.
The main reason why I see this as the best opportunity for
balance is because it doesn’t change the tank’s general usefulness or feel. We avoid changing barriers and HP pools so their
ability to survive and protect the team stays the same. Since we don’t touch their consistent DPS the
way the tank operates doesn’t change much either. This point is important because as we go longer
and longer into OW the more time people spend on a hero, we want to avoid changes
that would drastically change a hero and have players feel like they wasted
time getting good at it. Of course this has
its limits and if a rework is necessary then it happens. What we do change is the tanks ability to instantly
take down a 200hp hero. This seems to be our main point of complaint because
the survivability of a tank paired with instant damage makes other heroes feel
like they had no chance.
How do we change their burst damage? Burst damage works in two ways, the amount of
burst they do or the frequency of it. In most cases the amount doesn’t need to
be nerfed, tanks rarely do more than 300 burst damage. That leaves us with its frequency. Frequency further breaks down into two categories. In the case of Dva, Zarya and Roadhog the frequency
of their burst damage is primarily tied to their cooldowns. Once these abilities are used the enemy team
has an opening they can take advantage of.
In the case of Winston, Reinhardt, Sigma and Orisa it’s mainly about
range. While all tanks lack range these
heroes are more dependent on getting close to deal burst damage. How we change this per hero is up to blizzard but these are the parts that are malleable.
When we start to consider the options on how to change a
tank we start to notice that Sigma isn’t very reliant on cooldowns nor is he that
limited on ranged options. He lacks a good
conditional burst damage like most other tanks but makes up for it by having a consistent
ranged attack that reaches 20m.
I’m not saying if any of these aspects of Sigma should be
changed, just because they don’t follow the common rules for the other tanks doesn’t
mean its bad or wrong. It’s good to have
diversity. This is simply a method to
help analyze and will allow us to see what separates one from the rest.
Where do we go from here?
I know some want me to give suggestions to the issue with tanks but I believe
that’s a bigger discussion. You can’t
talk about the problem with 1/3rd of the game without understanding
that the other 2/3rds have something to do with it as well. I will say that I believe a shield tank vs a
DPS hero should be a draw or the tank loses after a significant amount of
time. Right now the tanks almost always
win, barring Reinhardt. The problem with
meeting that goal is anchor tanks would then feel very weak and not fun to play
but this is the primary issue. Fun to
play means dealing damage and killing the enemy team but a shield tank needs to
defend for the entire team as well. If
nothing else forcing a tank to use its resources up should have more of an
effect on the game. It’s the futility of
shooting Sigma and Orisa shields that lead to nothing that are really upsetting
to players.
An idea I learned while watching hockey in Detroit, mainly
during the playoffs, is to “let them play”.
It was a term the announcers used when the refs were calling every
little penalty and no one could play the game with the constant stoppage of play.
It’s not like you want all penalties
to go uncalled but to only call the ones that matter. I feel like Overwatch is at this current
pass. Just let the players play, it’s not
like we want all shields to go away or to make tanks useless, the community
just wants the ability to play against a tank and have it feel like you’re
accomplishing something.