Three players enter a game, each locked into either the tank, dps, or support role for the entirety of the match.
Meanwhile, you have three flex players entering the game, each with the option to choose one of the remaining spots in each role. So, one chooses tank, another goes dps, and the other gets support.
So, when a round starts the comp is actually 2-2-2. Between rounds the flex players can swap to a different role if another of the flex players has given it up and is looking to swap, as well. Once they’ve made their selections they’re locked into that role until the beginning of the next round of the match.
It ruined team comps as well though. 2 2 2 is the worst team comp they could’ve chosen. It isn’t a good team comp and they knew the majority of players would hate it because it ruins que times. And yes those things were issues before but they would go away very easily because when people are playing an tank/healer as a dps it usually means they’re a dps main so just tell them to swap to dps and it fixes the situation. Instead we have people locked into roles and playing them completely wrong. I’d rather have 1 decent healer then 2 people playing healers but not focused on healing. Also you’ll play whatever comp queue they give you.
From a design perspective we were reluctant for a number of reasons. Before implementing 2/2/2 role queue, we had done experiments with the team compositions being 1 Tank, 1 Support and 4 damage. The playtests under a 4-1-1 comp were terrible. The problem was the solo support. As a solo support, you felt unable to keep the rest of the team alive. Added to that, at all times, you had 5 very aggressive players prioritizing you as the target every time. As soon as the support player on one side died, the entire team would fall like a house of cards.
There could be 4 dps heroes and 20 tanks and people would still flock to dps. We’ve seen it time and time again with games through the years. People are afraid of having a little bit extra responsibility. Lack of sack is the problem.
If they didn’t suddenly change their mind about it, this is made up.
At BlizzCon Jeff said that Role Q was a success and mostly well received (not going to watch through all of the BlizzCon vids again, so anyone who knows which interview it was → hit me with the link)
How is it the worst comp? DPS-majority comps all suffer from incredible glassiness, where they either snowball into a quick victory or land with a wet plop on the defenses of the enemy team, and in the latter case a coordinated defense OR a 222/majority-tank comp easily stymies them most of the time. There is also absolutely no indication the majority of players don’t like 222. A large chunk of DPS, maybe even perhaps a majority of the DPS, and some flexers and a small handful of Supports and Tanks might have reservations but no one else.
Also, telling someone to swap to DPS didn’t solve the problem either. In my experience no one ever started on support or tanks then switched to DPS unless they just gave up on the match, and there was NEVER a shortage of DPS.
Also also, I definitely won’t be playing whatever composition they give me; I’ll either live entirely on Mystery or I’ll drop this game until OW2 and the PvE comes out. I have no loyalty whatsoever to their PvP system and I have no need to play a game where I’m left flapping in the breeze.
Gee maybe if they tried to balance the game around a different comp they would have more success, but that’s too big brain for jeff. Instead they try out different comps without balancing the game around it that’s why GOATS was so good. OW needs a restructuring but instead they’re just scrapping it and going to OW 2.
if they were scrapping it, I don’t think they would be spending the last 2 months trying to figure out the dps que issue. Unless Jeff is lying about it.