It also has the unintended consequence of creating more fun for each role.
We can’t have that.
That said I think 2/2/2 is a better game strategically. But 1/3/2 is more fun as a shooter.
If this game never had off-tanks, nobody would miss 2/2/2.
It also has the unintended consequence of creating more fun for each role.
We can’t have that.
That said I think 2/2/2 is a better game strategically. But 1/3/2 is more fun as a shooter.
If this game never had off-tanks, nobody would miss 2/2/2.
-Instead, tanks queue is too long : 10 minutes
-But are they good to play dps ? No and throws the game because they insta DPS and unable to kill or damage. And misjudgement and positionning
-No, one tank to protect the front, one off to protect front and back lane.
-Play roadhog against ana, sombra,Dva and reaper ? no thanks
-Play D.Va or Zarya who are like a goddess ? No thanks
-Sigma and Orisa are dead, no protection for damage
-Dive is the hard comp to play, especially when everyone doesn’t talk
So I say NO, don’t put it in live. Thank.
Well, maybe if tanks would get 10 mins queue’s too they might see why Blizzard should try to lower it somehow.
or is it just ok when dps has long queue’s?
Boy my comment didnt age well lol
I friggin love 1/3/2 and i woukd love a competitive mode of it.
No, other roles are boring af
The idea is good but Jeff once said that the game is currently heavily optimized for 12 players.
14 players may cause lagging and decrease performance. Also some maps are too small for 14 players.
BTW, why are people panicking so much? 3-2-1 might not replace 2-2-2 but just exist separately (although i still prefer it to replace 2-2-2 but i guess majority of people disagrees with me).
Unless you’re the poor soul stuck playing the lone Tank and getting flamed for it. Then, not so fun.
That’s not a good comparison. DPS is because there are a glut of players wanting that role. Tank is because there aren’t enough players wanting to put up with all the Tank nerfs and the b.s. they get as sole Tank.
no that will destroy it and jeff has i believe already said ti was a failure experiment the queue times are the devs fault for designing to many DPS characters
Why not allow 2-2-2, 1-3-2, and 2-3-1 compositions at the same time? Have a 2-3-2 maximum, and a 1-1-1 minimum. Keep the same role queue system where players queue as 1, 2 or all 3 roles. Have the computer assign enough tanks and heals to form a 2-2-2 team, and if people queue multiple roles, they can switch roles (within the maximum 2-3-2) before or during the match. The reward for choosing only damage obviously is ensuring that you get to play damage. The reward for choosing multiple roles is that you have a chance to switch roles to adapt to the enemy team.
For example: player #1 queues dmg, #2 dmg, #3 dmg/Tank, #4 dmg/Support, #5 and #6 d/t/s. At hero selection player 5 is quick and picks Sombra, so now #3 is locked out of dmg and must chose tank, and #4 must choose support. #6 can chose tank or support. Suppose a minute into the fight #5 realizes he sucks at Sombra and switches to Hog. #6 has been playing dva, is sick of pew pewing into Rein, Sigma shields, is now able to switch to Bastion to break shields. Lucio switches to rein to guard bastion, then back to Lucio to rush the point.
Pros: Allows more team compositions than strictly 2-2-2 or 1-3-2. Allows more in game adaptations. Doesn’t require (over)buffing bruiser tanks. Still blocks boring Goats meta. Slightly reduces queue times of dmg queuers. People that queue d/t/s get stuck with tank or support only 90% of the time instead of 95%.
You can still add tank/support incentives by rewarding people that stay tank or support for the whole match.
Because balance will go even deeper into abyss, than it already is. It’s literally impossible to make 1 tank balanced for 1/3/2 without making same tank OP in 2/2/2.
The matchmaker would fail miserably in this scenario, since each player now has role based SR. The matchmaker would assign the roles in a 222 setup, balancing team SR best it could according to that 222 setup. If anyone swaps roles after the lobby is filled under those conditions it defeats the task the matchmaker is trying to accomplish. It wouldn’t work if role based SR remains.
Well, i dont expect much about 1/3/2 since the 2/2/2 expectations.
You buff primarily the protective qualities of main tanks and use them in single tank compositions. The other tanks become involved in multiple tank compositions. This thread goes into the involved concepts:
The 3-2-1 getup sounds awsome.
But like the Blizzard post said there need to be changes to some off tanks.
Dva is a great Dive hero! And when I play Dva I cant really help keep my team alive like Oryssa or Reinhart. What I have to do then is to rocket myself to where the snipers are and harras them.
As Roadhog he is a one man wargame. He is great at dealing dmg and to be a big nusanse for the E team. But he also can´t really shield and be a “Tank”
I see both Dva and Roadhog as DPS classes more than tanks. Just they got really REALLY high health!
I know many would be mad at getting there favorite DPS tank moved to the DPS section. But honestly that´s what they are!
A tank is the one that shields his teammates! A healer is the one that HEALS there teammates. Support is the Hybrid that can do some heals and some dmg.
DPS are just the hammerforce that kills off the healers 1st and then tanks.
It hasn’t crossed your mind that maybe these experimental abilities will be in the OW2 hero missions talent tree, therefor not go to waste?
That’s a great point. I guess they could make it so that you could only flex to roles that are close in SR to each other.
…I think to really make match making as balanced as possible they would estimate SR for each hero you play, and you could switch to heroes close in skill, rather than strictly by role. Like my Orisa and bastion ratings are probably both like 1500, while my Widow rating is probably like 250. Yet I can swap from Bastion to Widow in a game, but not to Orisa. I’m guessing a system like that might not be practical though, logistically.
1.3.2 is fun in competitive mode.
In QP though people may not understand the purpose of a tank.
I found that DPS would just do their own thing and there was very little teamwork. The tank would basically try and only dps and the “tanking role”, dmg soaking, or leadership aspect, went out the window.
Tank doesn’t really have much of a purpose, if team is scattered all over the map.
what strategy? forming a death ball of the current meta composition and coordinating ults?