Why GOATS made damage heroes a hard sell
GOATS was powerful because its six players worked as a single, durable unit rather than as separate attackers and protectors. Tanks could occupy space and absorb incoming damage; supports kept that frontline alive. With enough health and healing concentrated together, the team could push into opponents and survive the burst of damage that might otherwise eliminate a player.
That durability changed the value of a damage hero. Such a character might deal more damage or threaten a distant target, but the GOATS lineup was built to stay close, focus its attacks, and keep its teammates standing. If a target could be healed through the attack, the damage hero’s advantage mattered less than adding another source of protection, healing, or team-wide pressure. A hero could still be useful in particular situations, but choosing one often meant giving up part of the lineup’s resilience.
The counter was a rule, not just a hero adjustment
Ordinarily, teams could answer a dominant strategy by changing their own heroes. But if the strongest answer was another durable lineup, that freedom could keep the same pattern in place: each team had an incentive to copy the composition rather than risk a less protected one. The problem was therefore not only that GOATS was strong; it was that its strength narrowed the practical choices available in professional play.
Blizzard’s two-tank, two-support, two-damage role lock changed the terms of that decision. Teams could still choose among heroes within each role, but they could no longer replace damage slots with extra tanks or supports. That guaranteed damage heroes a place in every lineup and pushed strategy toward choices within the fixed structure. The tradeoff was clear: less freedom to build unusual compositions, in exchange for a wider range of roles—and the decisions attached to them—remaining relevant.






