then can DPS have there FFA in QP ; )
How about…
- 2AnyHero-2Tank-2Heal optional RoleQueue, matchmakered against 6AnyHero Queue, with the option to unlock roles for the RoleQueue with 4 votes.
- AccountMerging instead of RoleBasedSR.
- 2HealerMaximum for OWL/Contenders with no other limitations.
All the benefits of 2-2-2, without the cost
Yes, please. Make a short 3-weeks Role Queue competitive arcade mode, with the same rules and rewards as normal comp, and then measure the numbers after those three weeks.
Then decide afterwards, based on feedback, if you should implement that in comp or not.
As someone that do not want role queue in the game, I think going through this trial of fire would solve many questions. Regardless if I’m on the right or on the wrong.
Wow is 3 dps, 1 tank, 1 healer for a 5-man therefore OW should be 4 dps, 1 tank, 1 healer.
Actually, given the heroes in each team in the first gameplay trailer, I’m pretty sure that was close to the intended balanced team they were expecting.
(IMO, it was 1 tank, 1 support, 1 offense, 1 defense, two wild cards)
it could work as an arcade mode
i would play it more than quickplay lol
Yea imagine blizzard doing that.
They’re not implementing 2/2/2 because they’re scared of the que time backlash.
Them adding a new core mode which is popular too?
Blizzard nowadays takes zero risks. Which results in much much lower quality than what they used to have
The funny part is that it would be zero risk. If it flopped hard, then it would just be one unused panel in the Arcade for three weeks. If it was extremely popular to overshadow Competitive mode, that’s a clear indication that the player base prefer it over the all-flex queue we have right now.
Even if it was placed somewhere in between, it would still give valuable info because the devs have access to much better data than us. They would know how long people would wait in queue before cancelling it and going back into regular comp, or which kind of queue would be preferred, or even practical average queue times instead of estimated. They could take data of LFG for this game mode, or if it would encourage more solo players or groups.
There is simply too many data to mine, and at very low risk and cost, compared to all the time they should invest into rewriting the matchmaking system to fit role queue. It could even give a lot of pointers into what would be needed to adjust the matchmaking with role queue in mind.
here’s the second problem.
You’re expecting blizzard to do something quick enough to matter and to analyse data and work for it.
That notion died after year 1 of overwatch.
Yes I thought so too for a long time. Role Q isn’t a new idea and there is nothing happening in this direction beside LFG. The final nail was the video from MonteCristo (https://www.youtube.com/watch?v=eLaBlp7bCAM) there is a lot that only 2/2/2 can do for the game. Yes your suggestions go in the same direction (more restrictions make it easier to control) but it take too long for Blizzard to react and make these changes, so I don’t want a half baked solution now and maybe 2 years later a second step. I think a big step should be done soon™ even if it hurts. I’m a Mercy player, I know pain and I don’t give a F for DPS who wanted Mercy die.
LFG should be mandatory, only allow 6 stacks in QP and comp, so it is just a disadvantage you put your self in. A team always have to play stronger opponents or team, because it is an advantage to be with people you know but a LFG group dosn’t have this. Also lock yourself while the enemy dosn’t have restrictions is a bad idea, the restrictions always have to be on both sides.
And why is 2/2/2 the only/best solution? Maybe it’s not, a 1/3/1 (and make it 5v5) would be possible too. But flex spots are very difficult and might cause more problems then good. Sure Q time goes down but the benefit of role based SR/MMR would be lost. With only 2 DSP (or any other role) the selection comes with a cost. You and the other player of the role have to do 100%, so if you only get 30% your buddy has to bring the other 70%. With 3 of one role you can be very situational and peek once while and the other two can also stay below 50%. Yes this is just a bunch of numbers but it might help illustrate how more of one role make the game less stable. If you want a more DPS heavy team you still can pick Zen, Roadhog or Zarya, but the devs can control the damage better and might tweak Zen to be more a Support or Hog to more a Tank.
Conclusion:
- Flex is a problem for the game, it brings too much variance into the game → make it harder to balance → allow player to be “bad” because it can be compensated
- LFG puts you in a disadvantage. Yes you can control your team but not the enemy.
- A hard cut. It will be painful (Q times) but there will be a need for Support and Tanks and with a solid structure thees roles might be fun(less painful) to play. Also you can still flex (the role will be locked in the match) and play different roles without be afraid to harm your main role or suck at off role.
I got a solution for that, that I think is better than RoleBasedSR.
âś… [Account Merging] Better than RoleBasedSR
As for balance, just put a 2Healer limit on OWL games, and a 2AnchorTank limit for all games. If any other balance problems happen later. Then deal with them then.
But I’d rather not severely handicap gameplay variety, for a problem that might not ever exist.
Isnt it possible to do 2 2 2 somehow in workshop to test it out?
They literally have a 222 mystery heroes as a default workshop template.
What do you think about my points about Flex and how 2 in one role would require a better “play” from everyone?
It is not just about Smurfs or “I don’t like comp X” (in my case 5DSP on any side) it is about a restriction that make it easier for all involved. Sure it is a severely handicap but not as bad as you might think, and yes it will take time to re-balance things (we might have a bad or worse meta then now). The variety will be sill there but better controllable. A Bastion Orisa comp is still better then the heroes on there own, but you know there will be one Tank and one DPS (still about 100 combinations) and you can check if there some that might break the game.
I think it’s not actually that hard for Tanks/Healers to supplement a lack of damage.
And that the main reason a DPS would switch to Tanks/Heals is because you got one or more Tank/Healer that’s focusing on doing damage.