I am fine with adding a different game mode for people who want something more balanced. I would hate to lose Mystery Heroes as it is.
Yes, it’s partly because I enjoy the nonsense that can happen with weird stacks of heroes–but it’s also because I feel like any changes that are made to increase the balance of the mode will simply move the goalposts for people to start complaining again.
For instance, it’s totally possible for one team to spawn with a healer, a tank, no repeats–and no ranged hitscan, which means they get steamrolled by the comp that starts out with Pharmercy. Or it’s possible for one team to spawn with their only tank being Roadhog and their only support being Symmetra, getting pancaked by a team with turrets, shields, and an actual healer. Queue people coming onto the forums to complain about how unfair their matches are and how the randomness should be toned down. Or even if each team gets the same exact comp and are locked into it all match, so it’s exactly “fair”, someone is going to get the hero that they’re bad at or that has the hardest counter on the field, and they’re going to be unhappy. I can’t imagine any scenario where players relinquish control of their team comp and then don’t complain about getting the deck stacked against them and losing when there was nothing they could do to turn the tide.
I also have two big worries about implementing a forced role ratio:
A) I am concerned that it will trap someone in a role all game–i.e. If each team is guaranteed a healer, and that lone healer gets picked off early in a fight, then they’re going to be forced to respawn as a healer, and this could possibly last all game. As a flex player, one of the things that appeals to me about Mystery Heroes is that I get to actually play DPS. I’ll play a healer or tank as best as I can if that’s what I’m assigned (and I like the tanks and healers so it’s all good)… But if my team is failing to peel for me or to follow up on my initiation, whether because their gamesense is not very good or because we’re up against a Looney Tunes comp that destroyed us, then oh well, that didn’t work and I get to try something else now.
B) I am concerned that any limits on the team comp will create a meta in the game mode for people to start policing each other over. i.e., “No, Symmetra is a bad support on this map, we want a healer, so run in and die until you get something useful”. Or “We almost have a good 2-2-2; run in and die until we get (missing piece)”. Or someone who, say, hates playing a tank, sees that a teammate just respawned as a second tank, so they suicide into the enemy to try and get out of the role since at last they finally can, etc.
One of the reasons I’ve played almost nothing but Mystery Heroes lately is because the amount of teammates flaming each other over things is kept to a minimum–for the most part, people understand that sometimes the RNG just doesn’t go your way. I’d be super sad to lose that because now there’s a “meta” or a way to fight over who gets stuck with what role.
Tl;dr - I feel like the mode will never be “fair” if it’s even slightly random, so IMO it’s better to leave it totally goofy and low stakes than to try and make it more serious and balanced in the pursuit of appeasing people who already don’t like the mode.
Not quite, because in MH, if you can make a dent in that composition, you change it. This forces strategy and prioritization, i.e. If we can take out the Mercies, we have a chance, so our newly rolled Tracer just became the top priority hero we need to protect and enable to build ult. In No Limits, you are just going to run into the same cheese comp over and over until the game is over, and there’s nothing you can do about it.