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Tanking Mechanics in Team Based Games
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So having invested way too much time into Overwatch I once again find myself wondering why I like it so much if I have so many reasons not to like it. It's tough to put the blame on one problem, most of the changes they made to fix issues the community had with the game backfired and caused new ones (adding brig to nerf flankers/dive led to goats, role q is leading to DPS getting less games, etc). In my mind the biggest issue is tanking mechanics.

In a game with good tanking, like say WoW, you have mechanics like rage which directly reward the tank for taking damage by allowing them to do higher damage or more crowd control. The problem with a game like overwatch is that it has ultimate charge which punishes players for taking damage (taking damage allows the enemy team build their most powerful attacks faster than your team), which leads tanking to be much more complicated to figure out. Basically in OW you need to have as many people on the enemy team thinking about you or reacting to your presence while giving away as little HP as possible. There are some tanking mechanics that work quite well for OW, like Zarya getting more damage for shielding teammates correctly, or Hamster getting more shields based on how many enemies he's in close proximity to, or sigma absorbing a burst of enemy team damage and converting it to shields, but generally the line you have to walk in order to draw agro without taking damage is way too vague and difficult to learn, which leads to less people queuing up for tank.

Just wondering if there are any other games with amazing/horrible tanking mechanics that you guys can think of. This topic is interesting for me because I feel like tanking is the linchpin of team based games which determines how much synergy various team compositions can have. LMK if this is too specific of a topic i can move it to an OW sub.

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5 years ago