For average ranks, this is probably true. But for Diamond and above, the wait times to get into DPS games end up being longer than it takes to play a Tank game.
And certain geographic regions and times have really bad queue times as well.
Good tanking in this context is maintaining an SR that is near, or higher than your DPS SR.
A Masters DPS on their Gold Tank, wouldn’t qualify.
However that Masters DPS player would suddenly have a very strong incentive to “git good” at Tank.
And not just play Tank, but rank up to near or above their DPS skill level.
Let’s pretend that I’m a Grand Master DPS player (It’s totally ridiculous but, let’s pretend). If I want a faster DPS queue time and I’m willing to Tank 1/2 of the time I just find a similar minded player and take turns.
This doesn’t require any new fancy feature to be added and adding it would probably make DPS queue times worse not better.
It’s likely some of the GM Tank players would play DPS more if it wasn’t for the queue times. Well, you’ve literally implemented a function that will reduce their queue times for DPSing.
You’re kinda ignoring the part where you’d have that Grandmasters DPS queuing for a Grandmasters tier Tank half the time. Where otherwise they wouldn’t queue for Tank at all.
And like you said, Quality is the issue.
You can’t increase the supply of Grandmaster Tank players, unless you give them an incentive they care about.
And increasing the supply of Gold tanks, with lootboxes, doesn’t cut it for GM players queue times.
I don’t think these sorts of things are even possible due to the massive disparity in Tank/Support to Damage. If the other queues are almost instant and there’s a 50/50 express queue, anyone that only queued for Damage will be in a perpetual state of queue…
Perhaps the math would work better if you could give roles priority and some sort of credit thing builds up in the background when you get a role that wasn’t assigned that gives some unspecificied priority in the background.
I think improving the skirmish would go a long way to smoothing things over. Actually have a “game” going that people jump in an out of.
This gives tank mains an advantage in queueing for dps when they feel like it. Meaning dps mains are waiting even longer.
If someone hates playing a role, creating incentives to play that role will only serve to make them feel like they are punished for playing what they like. Not a good look.
The amount of terrible tanks who truly do not care about the role but rather just the “express ticket” playing it would give would not be healthy.
They already have the incentive of a fast queue. They need nothing more for it.
Not if tanks are jumping ahead of them and also lengthening the queue for them at the same time.
So spend an inordinate amount of time playing tank to improve so that EVENTUALLY you MIGHT be able to earn express? Doubt anyone would find it an incentive to commit hours to a role they don’t like.
The point is to save time right? How does making someone play CONSTANT TANK to improve save them time? Its a time sink. Not a saver at this point. Which makes it useless of the purpose it was suppose to serve.