The chief reason can be made worse or better, and devs made it worse.
Again, queue times were just fine for a long time, this idea that “queue times will be ever bad” is a not true. I have enough time as sup and DPS to know queue times were just fine for a long time.
It is simple, almost primal, to see that something being MORE UNFUN becomes LESS DESIRABLE.
But because tanks will never be as fun as DPS, does that mean devs could not have done anything about it?!
So we’re all gonna die someday, does that mean taking care of one’s health is “not getting to the root of the problem”?
Come on, let’s understand each other here. Things have gone from bad to worse and you’re saying “well, they were never going to be perfect”.
I don’t have anything against role queue, though I feel they never delivered on the benefits of what RQ was supposed to bring (a more solidified and stable game meta which would allow the designers to deliver more frequent and quality balance updates).
But the whole queue time issue imo stems back to foundational design of the game. Having main tanks and main healers but not thinking through how to integrate them cohesively with the rest of the game that doesn’t cause over friction amongst the different player groups.
and after seeing what solution the team came up with after having years to work it out…
After having experienced his balance “work” on HotS, I truly believe in the “failing upwards” concept now.
there are a number of differences between open queue competitive and 222 competitive aside from the necessary queuing differences, and as such the one isnt a equivalent substitute for the other
the differences are even more numerous on the qp side
all of this is stated as if it were fact, but it is actually opinion
opinion that many players - myself included - do not agree with
there are many severe problems added to the game when 222 was inflicted upon us. The excessive wait times is merely the most talked-about problem