Speak for yourself. I love 2-2-2 role lock QP.
They were speaking for themselves?
dps moan about q times but they dont compare to how long people had to wait to get a decent game before 222. didnt affect them cos they just insta locked dps and just did them, which they can still do in arcade.
It’s not just DPS that don’t like role queue, but ok.
No they literally made a statement “2-2-2 didn’t make QP better”. That is a statement, which is meant to be taken as an absolute fact. That means they are speaking for everyone.
This Chucklehead does not speak for me.
You aren’t understanding the difference between ‘opinion statements’ and ‘fact statements.’ For it to be an opinion statement, it would have to be unverifiable as it is a subjective stance. This is just how English works. If you have a position that role-queue did or did not fix something, by definition, that is a “fact statement” because you are taking a position that we can verify whether the information is true or not, something you can’t do with “opinion statements.”
Your OPINION is that it isn’t a large issue. Some players and the devs had the OPINION that is was an issue worth fixing. I’m not interested in the opinions about this though, from either side. My post was about how it was deemed to be a problem by people within the community and to those making these changes (devs) and it is a FACT STATEMENT that role-queue changed something it was designed to change.
I am speaking for myself lol.
I was super enthusiastic for RQ. Thought it was the best idea ever. I still think it has some attractive upsides, but to be honest with myself it completely put all my expectations down.
At least I’m sure the game isn’t significantly better than it was before. You are still a slave to your teammate’s whims, just in different ways. We still have huge balance issues. And we have to wait for matches that aren’t even guaranteed to be decent.
well if its about “muh flexing”, use lfg to find likeminded players and go arcade or custom games. like everyone else was told to do when they just wanted to play a coherent game.
Honestly the maddest facts of the century.
I can’t stand waiting 10 mins per game just to lose a very easily winnable game, especially when I can get 3k after 3k and my team tells everyone I’m throwing. It is extremely stressful.
Changed? Yes. Fixed? Opinion.
You are implying some singular meaning of ‘fixed’ which just doesn’t exist.
They certainly did change how the game match makes to try to fix a perceived problem.
Did it actually fix it though? Total matter of opinion – many feel that it really didn’t fix or improve anything. That’s not wrong in the slightest.
Apart from Doomfist and Reaper being a nuisance in almost every game. This game is so much better with RQ than before. It needs a massive patch to buff and nerf heroes and will turn to a better game.
222 in QP has made one of the worst parts of QP 10 times worse :
The Matchmaking.
Since only the average of the team vs enemy is considered, you can get huge gaps and people that have 0 clue in their role vs high diamond or masters in that role. The “good” part is that everyone is “forced” to coordinate more but due to this match ups, its almost impossible (cant flex to other roles).
QP was 100% trash, now is just … 92% trash?
But hey, lets thank we dont have 3-5 DPS hehe! right guys? … right??? smileyface!
Because being able to use LFG and have the team you want in literally every game mode including competitive is the same as being able to use LFG and only play arcade or customs.
Well I think it is fairly obvious people had a problem with it. We can judge that just based on the current queue times and math. If enough people didn’t have a problem with flexing to tank or support, they would be doing so right now and the queue times would be even. The fact that the queue times are not even tells us that there are a lot more people who prefer to play a certain role than to flex. It tells us that flexing was done in an attempt to win matches that were already started and to save SR but, with out that complication/cost, people would rather wait for a match than flex.
We can also estimate how big an effect forced-flexing had on people if we use the average queue times as a model. I actually did this today in another thread, so I’ll copy some of that work here. It works off the assumption that we didn’t have a large issue with imbalanced teams before role-queue, that people were playing enough tanks and healers and not overloading on DPS in comp (a common anti-RQ argument) and that DPS queue is about 4 times longer than the other queues on average (seemed close enough and it made my math easier).
Just think about it in teams sizes of 6. In the current system, if 2 DPS make it into a match on a team with 2 healers and 2 tanks, that means there are three other groups of DPS still waiting on their healer/tank teammates to be found because the queue is 4 times as long, one set of DPS make it in for every three sets waiting.
Now the old system would have put those two tanks and those two healers into a match with the 8 other people who all wanted to DPS because nobody queued for roles. 4 out of those 8 DPS players would have been flexing to tanks and support when they didn’t want to. THAT is what role queue fixes. Only now are you allowed to enter a game with a role you want to play and get that choice without having anyone feeling forced to swap for the sake of a good comp.
That isn’t always the case. I was 33% time played across all roles pre-role Q because I thoroughly enjoyed flexing, as did many others. I’m sure I’m not the only one that just stopped playing tanks and support post-role Q just to protest it’s inclusion. I refuse to play anything except DPS because restrictions were forced when they weren’t necessary.
People act as if they were forced to play tanks and supports when really it was just a matter of not enough back bone to play what they actually wanted to and blamed it on everyone else for playing what they want.
Qp 222 is great for practicing since its like a soft comp mode. Qp 1.0 was harder to practice in because always 10-12 dps usually
See my previous post above this one as your points will be addressed there as well. The TL:DR summery is: if [forced] flexing wasn’t an issue, people would be doing it now and queue times would be even.
Those numbers that show this to an issue enough that DPS players won’t flex shows that forced-flexing would be a problem to them. It is something we can verify as the current system and queue times DO verify it by showing people stay with their preferred role in wait time rather than flex for games. It is things we can verify to show an issue which is what moves it out of the realm of opinion.
And you don’t actually think we are talking about an opinion either, because you are making a fact statement like “this isn’t a problem.” An opinion statement would be “this wasn’t a problem for me.” Maybe you weren’t their target audience with the update.
flexing is impossible now
Ok, but we don’t have any numbers for one-off, anecdotal situations like that. I came back to the game after years where I didn’t play it and role-queue is what brought me back. I’m not discussing that when I talk the numbers because I don’t have numbers for people like me who also did that.
It wasn’t a matter of backbone. People made the decision that improving their SR with a more viable team comp was more important than the risk of throwing a game to play the role they most enjoyed. The new system allows people to make that later choice of role preference without the risk of throwing. It just has a different downside: time. In a way, you still have the option to go back to the old system by flexing as you did before.
Your “protest response” is interesting to me because Blizzard won’t see it as a protest at all. They are going to think you are queuing for the role you wanted to all along.
The context was on “forced-flexing.”
Correcting the post now, thank you.