Admit Role Queue was wrong move

Surely adding consistency in the game has helped some players climb.
I just don’t believe it. You also have to consider people who were higher rank than they should be because they just swapped to tank and outplayed the enemy, or same case with other roles. Of course they won’t gain SR if they’re using different health pools or utility from other roles as a crutch.
I personally like seeing a personalized rating around the role you are supposed to be playing.

That’s the way the game was designed to be played though. That means they were making the right swaps to win.

Limiting yourself to one role is just one step away from limiting yourself to one hero. Especially on tank or support where there are barely a handful to pick from.

3 separate SRs is overkill. And sometimes you are stuck on a role that you can’t swap to a team need on. Team needs a hitscan and you’re not on DPS? Too bad. Need a shield and your tanks are Ball and Hog? GG.

It’s a lot easier to take matters into your own hands in open queue. In role queue it just turns into a lot of finger pointing and snarky “diff” comments in the chat.

In OQ if someone is blaming you specifically and calling you bad at your role you can swap to their role and tell them “show me how it’s done then”. 9 out of 10 times they will shut their mouth because they can’t play it any better than you.

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I feel like this hasn’t been an issue for a long time. Maybe when it was first introduced.
Players just learned how to play hitscan because they had to.

Just because you have one hitscan doesn’t mean they can kill a Pharmercy by themself. If your second DPS is a stubborn Junk or Reaper that’s contributing nothing then you’re still screwed. Sometimes it takes two hitscans to deal with a Pharmercy.

need?

there is not now nor has there ever been a “need” for the so-called structure that 222 inflicts upon the game

I accept that some folks prefer the excessive queuing time, stale metas, unnecessary restrictions, loss of flexing, and other severe problems that 222 added to the game, but this is a “want”, not a “need”

Removed with 5v5 because tank duos aren’t required.

They go away with a live game that gets constant updates and content for roles + making them more enjoyable than OW1 tanking.

This is just an inflated way of saying the same thing: unnecessary restrictions
Don’t pad a list it makes it look like you don’t have much to argue against

I have always been against RQ. Still against it. Probably one of the things that made a lot of people stop playing. Why would someone who only plays DPS now be forced to sit in 10 to 60 min queues, just to play a match that MAY last 20 minutes.

Just play Tank
Just play Support
Group up with people

Oh no, now you have DPS players on Tanks and Supports and those roles, that are usually filled with people that want to play those roles, are now flooded with DPS players who just want to play a match in a game they loved? What could have caused that!?

All of this was talked about when people started bringing up RQ on the forums a long while ago and everyone who was and still is against it, their points weren’t valid then but now it’s all of a sudden valid?

You’ll have better quality matches bro.

Yeah, a DPS player playing a role they don’t normally play makes for a better quality match.

Play Flex and get those tickets.

Just tell me to play Tank at that point.

I have a screenshot somewhere where the DPS queue was 20 minutes. Want to know how long the queue time was if I used a ticket? 20 minutes.

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yep

because of the way these were designed, if everyone has a pass, it is the same as if no one has a pass

it was a poor bandaid for 222, and it consumed dev resources that could have been better used for much-wanted game enhancements and/or content

Insofar that it is a video game, need/want carry zero weight, if you want to play semantics.

not at all

the difference between the two words is significant here

Again semantics, IT turns out the game is still being played, I suspect it would still be played in either case.

again, as I’ve already stated – not semantics at all, as the difference in the words is significant and consequential in terms of the item being discussed

with this now full clarified, I wont be responding further to it in this side conversation

Sorry Blizzard will never admit.

You didn’t clarify a thing. You understood what I was saying and decided to troll. Need could have been want/desired/expected/etc and the call to action in my point would have been the same. You have the benefit claiming ignorance as to what the following years had been if they had not changed it.

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This is a stereotype that is not necessarily true. There are definite cultural differences, yes, but Korean Open Queue numbers are more due to the fact that a big portion of their gamers play from internet cafes. When you’re literally paying to play on an hourly basis, you tend to maximize your actual playing time.

Fair point, but I’d say don’t knock it till we get a taste of f2p times.

thats a quote from jeff kaplan in his second last paragraph here Blizzard save your game! go 1/3/2 - General Discussion - Overwatch Forums

games would usually start out with 5-6 dps and there’d be a quiet game of chicken to see who would go support or tank first. someone would usually pick support fairly early (thats how i ended up a zen main over time) then eventually, later in the match, just maybe, someone may go tank. or someone might pick a tank early then swap to dps after a minute or two.

anyone making it sound like there was 5-6 dps all match long is definitely exaggerating. not unseen, but usually it’d start as 5 or 6dps, then slowly turn into either a 5dps 1supp, 4dps 2supp, or 141. seeing 5 or 6 dps was common, it just didnt always last the whole match.

i remember feeling like in the (maybe) 2 months leading up to role queue there was deff more 2-2-2 comps forming at some point in matches. a tiny amount of time of the total pre role queue days

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Whenever someone says this they tend to have the same mentality as those who say “it’s just QP” when they’re sandbagging the game, but then suddenly act like it doesn’t reach out to other players when they sandbag their games. Or those players who hate RQ for no reason or because they get long queues, but refuse to go to OQ for shorter queues because they don’t like playing 3-4+ DPS comps

In short every complaining OQ enjoyer is either highly hypocritical or just plain wrong. RQ saved the game by giving tank and support players a platform where they can guarantee meeting each other with DPS on the side, while not having that whole ordeal turn into a GOATS situation. Which BTW exists in the competitive OQ format where the best comp is to play modernized GOATS that plays Sigma

There’s just no valid reason to not have RQ in the game. Queue times? Irrelevant. Creativity? Nobody is creative anyways playing the same 1-2 heroes almost always. Both of these are just ways to try and say “I want to play DPS with 2min queues and have 2 tanks and 2 supports on their mains in my team” which is about as plausible as OW3 coming out next year

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Much like in the original, after the initial excitement settles down, the queue times will trend towards long waits for the DPS with the support queue replacing tanks as the bottleneck. However, with the new monetization model Blizzard will have a powerful tool to artificially influence queue times.

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Or you know by not including OQ and essentially doing everything they could to kill it they more or less killed it? Still a popular mode in Korea. Second to this everyone that enjoyed OQ prolly quit already to a much bigger degree.

RQ turned out as everyone with some wits about them said it would. Long queues, slowly increasing and having people quit. Insufferable players throwing harder than ever before due to the RQ SR essentially not punishing someone for playing at all if they do not care about a role. To top it off we got fast pass to increase tank throwing just a tidy bit more.

Takes some serious brain to make a system like this :clap:t2::clap:t2::clap:t2:

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