Flex Queue : Poor execution?

It doesn’t make sense that:

  • We get 6 (?) on a win
  • Two on a loss
  • Only one pass is used per game
  • It doesn’t matter what rank the priority pass was won on.

It sets up a perverse incentive to “flex” and win at an easier rank, in order to farm the same number of priority passes as try-harding at a harder rank.

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yeah, if i win 1 time in flex-bronze i can have 2 hours of masters games on damage - not much of an issue, but could be worked on
this is just a fast sticky bandage, which took 6 months to figure them out in the first place

You are masters on dps and bronze support and tank?

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it was a rhetoric thing
though i’ve seen legitimate masters damage on gold support and diamond support on silver damage
not surprising that if people prefer one role heavily, off-roles are not getting learnt at all and only used for goofing around

and in case of tanks - very often see gold-platinum tanks who are diamond+ on another role

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But i think it honestly diesnt matter. You will still be helping system with flex role. But i think number of priority tickets should be lowered to 2-3 for win if you play well and 1 if you played well but still lost. 0 if your performance wasnt great.

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Given the prevalence of smurfs in game there should not be any change to the Priority Pass system to reward better performance.

It should be 1 ticket for a win, zero for a loss, period.

Why would you queue for flex role then if that will not save you time vs just waiting in dps queue. And possibly not even give you ticket?

Performance thing should be used so people want to try win more. And if they throw on role, there would be no ticket for them.

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It’s working. I mean, you may wonder about it’s execution, but, honestly, it does what it says it should.

It’s Blizzard, so ofc it’s poor implementation

really went out of their way to punish tank mains w unfair allies and undesired rewards.

Right now flex queue is looking to force DPS players to flex at least a few games a week and that’s more than most of them have done in years. So on some level it’s working.

85% of the player base is metal ranks and most players don’t even play comp. So there really isn’t, at least numbers wise, this huge issue of higher SR players flex queue in low SR games to gain priority passes.

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Oops. I missed this thread. Made one of my own by mistake.

The obvious solution I had is to not reward losses at all. Do not allow players to throw and still get queue tickets. Tickets should only be rewarded for WINS. You should have to try to win in your flex queue to get benefit in the others.

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I definitely understand your thoughts on this but since it is an off-role for them I sort of don’t mind. As long as you’re genuinely trying to win it’s okay with them. We all make mistakes and people will eventually reach their rank for a role after a few games.

I’ve been maining Tank in bronze since I got the game a few years ago and I’m enjoying being able to play a DPS role when I can!

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The point of a “flex” role means you can competently play ANY role at ANY time. If you’re flexing but can’t do that, you’re not a flex player. Gotta think of it like it was back in the open queue days. If you were short a support you could play that well. If you were short a DPS you could play that well, etc. The kind of player that said “Ok what do we need,” and still managed to stay in Diamond rank during that open queue.

The problem right now is I’m getting in games where folks are just throwing games as support/tank because a loss will get them 2 DPS games for free.

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Well part of the reason we have separate role SR should help. I’m in bronze so can’t drop any further but for example when flexing you’re basically queuing for all 3 roles at the same time. It’s no different from normal except if you now queue for all 3 roles you get rewarded.

This just helps incentive people to queue in all three roles. Yes I know people will throw but let’s be honest, these are the sorts of people who would probably find new ways of ruining other people’s games regardless of the system in place.

This isn’t a stick to punish people but a carrot to incentivise flexing.

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it should be 1 for a win and .25 for a loss so its tedious but not hopeless if you are really trying vs throwing

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I don’t think that’s the issue.
40 passes are just too many passes. Once you farmed 40 passes, you don’t really need to use flex queue again for a very long time.
They should cap the maximum amount of priority passes to 20 or even 10. It would force players to use flex queue more often.

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I wouldn’t mind a 2 for a win and .5 for a loss. If it’s really an off-role, I don’t mind that a player shouldn’t feel the need to grind to on average get a little over one pass per flex attempt.

Also, capping it at 10 or 15 should be the upper limit. If players don’t need to flex again for a half a week after stocking up are they really going to improve?

Players with multiple accounts are stocking up because they know its too generous right now.

I’m pretty sure they mentioned they are monitoring and are open to changing the ratios etc so let’s see how it goes. I think you’re right and they will probably reduce the limit personally as 40 is a lot.

I do some minor data analytics at my work place aside from my main job so I’d be keen on looking at the data they’ve collected on how the queue times have dropped.

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To top it off, it didn’t even decrease my queue times. It just made queue times super long without a ticket. Amazingly flawed system, it’s laughable.

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