Higher Queue times were introduced by RQ, which because most of post launch heroes had some kind of counterplay to dictate limits to tanks:
Brig, doom, ana, bap, sombra, ashe, moira, echo were really impactful on how tanks were played
While RQ itself was reflect of both OWL(goats), those heroes being added and most of americans not wanting to play other roles aside dps.
They made tanks to become unfun, both due CC not being reduced on tanks, which could be a thing. Most of my time played was a tank.
Tank were fun to play until you got in a team that Pretty much you only kept taking hits and locked in sequential CC. Paired with heroes nullifying any impact they did.
Healing creep tried to address that and made stuff worse, due tanks took even more time to die and experienced that for longer times.
They needed to make changes to the game, RQ wasn’t the best solution for it. Which were proven by increase of queue times and because they didn’t got rid of counters for the change make sense. Due introducing more main heroes across the
While they improved queue times reducing tanks, the queue time still got high, due dps making supports miserable in 5v5. So, while queue times had potential to improve in 5v5, just shifted the bottleneck to another role. Until they introduced more CC, more heroes and dps heroes in the support but also by broadening their range on matchmaking.
Meaning, 6v6 could had been done, they just took a shortcut to a wall that they should had climbed to begin with.
The trinity thing, only becomes true if the system got messed up.
CC balanced stuff, similarly to having 2 tanks. The issue were the CC not being targeted on DPS/Sup, but on tanks instead. Having one less tank, made DPS be more free and because they also reduced the CC, made supports miserable.
Instead of simply reducing the effect or simply making tanks ignore certain CC, like fortify on orisa proves that. Rog still suffers from ana’s nade but kiriko counter plays it.
Showing that CC should had been kept on supports, that when they did, queue times started to improve.
Jeff also said, 5v5 felt wrong some years ago and never had a good experience too. Which even on Blizzcon he mentioned the goal of keeping 6v6.
Tanks resistant to certain CC, dps with good damage, supports with good CC/buffs/debuffs. That way the queue times would been kept fine also wouldn’t be needed RQ.
Even Jeff showed that after removing Classic QP/ Open comp those modes were popular on most places and regions even not being main modes, being often the most non-main modes being played in the game. With often 20%+ of the playerbase playing both modes combined, which represented often nearly equal or higher than main modes individually on most regions/plataforms. While NA and NX being the major outliers on the data presented about modes popularity.
If you think particularly on competitive point of view 5v5 makes sense, but casual play doesn’t.
Both RQ and Open had it’s upsides and downsides. While 5v5 and 6v6 also.
They did several experiments, which also is why Jeff didn’t wanted to go 5v5 until the leadership changed.
Either if 5v5 or 6v6 we will not know if is overall better or until have them side by side. While 5v5 feels more aligned towards competitive and 6v6 more aligned towards casual.
RQ tho, increased the queue times and made folks be more specialized than Open. But also didn’t had similar grounds to be comparated.
All 4 of them has it’s own flaws, which is why. I often mention why not have all of them with different goals and approaches, catering towards different crowds. Go wild on some and make others more towards competition. If 5v5 RQ doesn’t feel fun on comp try 4v4 or simply go 5 dps. What they need are diverse kind of modes with aim to different crowds.
Is free to play game afterall. Why not increase the playercount and mold organically a competitive crowd alongside with folks spending money in the game they have modes that enjoy to play.
Which aligns with “Microsoft goals” of game pass and stuff like that.