🎆 Competitive Needs Fixing

Firstly, this is a constructive thread, if you like it, hit the heart, if you don’t leave a comment below on why.


GAME MODES

Quickplay

  • It is now possible to earn COMP points in Quick play

Details: Now for completing a match you will get a notch on a tier system similar to that of arcade, complete 10 matches a week and you will earn 5 points, completing all your weeklies for a month will earn 250 cp.

note: if you leave one of these matches prematurely you will lose a notch, points will not be taken for those who have completed their weekly’s, also to take those out of competitive who just want a shiny gun.


Competitive

  • Competitive will now be split into 3 categories
    These are as follows

  1. Standard Competitive, I hope this doesn’t need any introduction, there will be almost no changes for competitive play except 1 change

The Standard amount of competitive points will be Raised to 20 per win.

Notes: This is to decrease the amount of players who do want to play competitive for the shiny guns and not just to improve themselves at the game.


  1. Role Queue, this comp match style allows you to select a role and queue into it hard locked as that role. (2-2-2 style)
    BUT the role can be overridden with a simple button above your name that says “Override vote”, if 3 other teammates vote to let you override your role, you may choose any hero from the roster.

Notes: This allows the much wanted role queue with a viable flexibility from your team, it also requires 4/6 members of the team to agree on so it would be hard to change without team collaboration.


  1. Solo Queue, this is very self explanatory, there will be no grouping up or duos in here, this is for collaboration and teamwork to blossom and for people to flex.
    Also any wins in here will earn 2X the competitive points. (40)

Notes: This allows solo que players to solo queue without running into a 6 stack or two 3 stacks and just play like the lone warrior they are.


Oh but I’m not done there

Competitive points (overall changes)

  1. Competitive points can now be earned in quickplay via a weekly tier system (see above).
    .
  2. Competitive points for a won Competitive map have been increased to 20 per win, and 40 per win in Solo Queue mode.
    .
  3. Competitive points can now be used to buy a perk for heroes called Skin swap, allowing the player to change the weapon skin and the character skin separately. (Ie. use a different skin’s weapon with your current skin.)
    -4b. This will go at around 500-1000 per hero.

Notes: Skin Swap allows for more hero customization and potentially increases lootbox sales and give players more customization. (win win)


How do you like my ideas to change competitive? Let me know with comments and helpful feedback!

Edit: it helps to comment so more can see this in the “latest” section, I believe these changes could drastically help this game.

8 Likes

I would actually really like these changes, too bad it’s too good to be true…

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I honestly never think of competitive points when I play competitive, but I like your idea about switching weapon skins

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I like this idea. My only gripe is you might have to rename the points. I mean, if you can earn them in QP, they aren’t really Competitive points, are they? Haha.

2 Likes

I want to disagree because I’m a bit of a snob but… I did start to read through it and…

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Thanks, I’m just asking for a shot.

I hope this thread doesn’t die, it needs to live.

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Im 100% for making competitive points available in QP. It would give people an incentive to actually try and would take the biggest casuals out of the actual competitive mode.

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I feel a better way of allowing people to flex would be to have it soft lock your roles, so when you queue as a tank you could still pick support or DPS. This would cause the role queue to act as a guideline instead of locking people into positions. This could reduce any HUD clutter that voting would cause.

The only major problem I can see would be trolls but that could possibly be handled by locking them out of role queue for the rest of the given season if they are reported and a Blizzard employee verifies it, forcing them to play in the other two competitive queues you talked about

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I didn’t want a hard lock role que, or as soft lock one, a soft lock one would allow for extreme and heavy trolling and a hard one would take away the adaptability from the game, so I made a middle ground.

ooh, these are some pretty nifty ideas! personally i’m not sure why comp points weren’t added to QP from the start. but just wondering, are you also in favor of giving separate SRs to each player’s role?

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Like each role in role que has separate sr?
Idk, I think if people want to maintain their sr they would que on a role they were comfortable and on get the vote for possible flexing if need/wanted.