I did you just didn’t see it or choose to ignore it. You aren’t giving people a chance to explore those roles if they make up such a small portion of the roster. Giving nearly 20 out of 40 dps heroes means that not only do the other roles have less exposure but flawed views of the state of the rosters. Options matter and having to little is punishing see the sorry states of tanks and how horrible there balance history as a class has been.
I think you are far the player prefrance thing and that isn’t even the issue. Its a problem but not THE problem. Feedback form 20-10-10 can never ever be balanced regardless of who is in what group. Reconfigure the numbers anyway you want and its still a flaw. Splitting is also not the answer here we saw that with defense/offense categories that used to exist with the largest category which could more afford that type of set up numbers wise but still caused issues.
Ah, I see. I was a bit confused by the first post. It’s a good idea. I must say I would miss being able to pick Ball when we need to stall then when queuing for shield tank. But I think it would be worth it.
The problem here is that you’re creating more buckets to divvy up the playerbase. You create a role for bruiser, you still have need for the tank role to be filled, and now even less of the people that only play tank to jump queues are going into the tank role.
So tank players lose half of their already limited role? They either pick tank or bruiser? Can we please start considering making tanking better instead of worse? The strawberry line isn’t fast because vanilla is so loved, it’s because strawberry smells like crap.
Also to each one to you balance these for? Wouldn’t any given hero perform differently given the difference between compositions, like we had before with 3-3-3 making some heroes OP but fine for 2-2-2?
Furthermore, wouldn’t everyone still be waiting for the tank player thus not helping queue times? Wouldn’t the increase complexity of matchmaker make it even worse?
So most matches would be double bruiser and then one is hoping there’s enough bruisers to have an decent impact on queue times once you remove the need to accommodate the main tanks.
You basically make offtanks “FAT DPSes with great queue times”, which is a very enticing option for DPS players.
Since the way this problem gets solved is by making DPS players switch to play Tank. That’s pretty much it.
Your only other options are:
Get rid of the idea of having 2 tanks on a team, and going 1-3-2 or 1-2-2.
Intentionally cause DPS players to quit the game.
If you’re thinking this problem gets solved without making DPS players want to play Tank. I don’t think you’ve thought this one through.
Process of elimination, there aren’t really that many categories of options to solve this.
I’ll probably need to rework this post on the morning.
Fix some typos. Frontload the 1-1-2-2 and 0-2-2-2 concept.
Just generally design better. It’s not obvious that there’s two queues. Need to make a new graphic.
Redesign it for a Reddit post in a single graphic.
Cover how it’s a ton easier to balance barrier tanks, and easier to design future barrier tanks.
I like what you’re saying about limiting barrier tanks to one so that they don’t have to be gimped. I think that’s really important.
I don’t like the idea of two separate queues, or having a lot of double off tank games.
I had an idea that’s similar, but simpler: 1-3-2 with one optional off tank taking a Damage slot. Then most games will still be 2-2-2, but the kind that people actually enjoy (one main tank and one off tank). In other games, you may get actual 1-3-2, and that’s fine as well.
I’ll wait to see your idea fleshed out, but I still worry about double off tank, which is an issue that currently affects every role.
This thread from a Damage player echoes how I feel about it: I propose 1-1-2-2
Sick of getting 2 Off Tanks on my team after spending long queue times for DPS. This is just QP too… it’s kind of frustrating. When I tank I win… because I usually go Rein or something vital to the team.