EDIT: jumping in with the hot tea , somewhat related
Play-time based matchmaking
Match 2 supports, 2 tanks and 2 DPS together based on what role each player has played the most within the last X days, with no restrictions regarding the hero roster.
Having, for example, support as your most played game still doesnât guarantee you will be matched as support in the next match you play, but you will have a higher precentage to be matched as your most played role.
You can communicate/strategize with your team to play a different role. The solution above is, from the technical side, much easier and, in my opinion, a good compromise between role queue/no role queue.
Judging by how role queue functions nowadays, Iâm convinced the main issue Blizzard had with the matchmaking was that they had very bad time balancing the game instead of focusing only on the â5 DPS instalocksâ problem, which is why they went with the strict 2/2/2 system.
Well guess what, queue times are long and Echo certainly didnât help that.
i would really like to see statistics on how the role distribution has been in open-queue modes historically.
im very sure that 4-5DPS is absolutely not a myth, but of course my anecdotal evidence is worthless, so actual statistics,⌠that would be great!
Obviously, the main target with role queue was to get rid of goats, which Blizzard has been struggling for a long time to balance (and they never really did), but we canât completely eliminate the fact that it obviously did happen.
It did not happen âquite a lotâ. It happened once in a blue moon if even. Sometimes youâd start off with maybe 4 DPS but after a few seconds people switch. The same thing happens now with open comp. Go see for yourself.
What about role SR?
Or if you want to play a different role?
It wonât solve these problems.
I see people with 1K SR difference between there roles quite frequently and I donât want a silver tank in a plat game. A plat Rein will shred a silver Rein