Please, please, PLEASE remove No Limits from Mystery Heroes

I know what all the replies will say already; that the arcade isn’t serious, that Mystery Heroes is a casual mode, etc. But I have no shame in admitting I’m an awful player who will never “git gud” or whatever. I’m simply not a skilled enough player to play Competitive, and so I stick to the Arcade and Quick Play rather than ruin the SR of strangers. Mystery Heroes is the one and only mode that is ALWAYS there in the Arcade since it is never on a rotation. That means it’s the one I tend to play most often since I want the weekly loot boxes for arcade mode wins, so I have roughly 160 hours played of Mystery Heroes total.

There is nothing more anger-inducing than the fact that No Limits is enabled in this mode, meaning it’s possible to get two or more of the same hero on a team comp. Remember at launch how the developers quickly learned that having no limits on absolutely breaks the game and makes it incredibly un-enjoyable (despite their initial steadfast refusal to change it)? That is Mystery Heroes still, three years in.

Having two of any character in a team comp destroys the balance of the game, which is a big part of why the PTR doesn’t give the most actionable information as far as balancing characters is concerned. No Limits is an already existing mode that’s in place for people who want to mess around with duplicate heroes on a team comp, and I say that it should be the ONLY mode where people are allowed to do that, to give it a unique novelty.

This is a trivial setting for Blizzard to change, since in our Custom Game settings we can select “Mystery Heroes” as a preset and then change “Hero Limit” from “Off” to something like “1 per team.” This alone would reduce the frustration level of this mode immensely. Mystery Heroes is already one giant race to see who can get characters that require specific counters such as Torbjorn first, so once you have to deal with one or more Torbjorns/Bastions/Brigittes etc (which is to say, in every game of Mystery Heroes) when it’s a random chance of getting a shield tank or a healer your day is pretty much ruined.

I’m pretty sure that no change will ever happen to Mystery Heroes because I posted a thing, but maybe they could add a Mystery Heroes variant where there IS hero limit enabled, the way you can do in the custom mode setup, and see what players think of it?

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The point of mystery heroes is for players to get random heroes. If you change that in any way, it’s not mystery heroes anymore.

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Here is a reality you might like.
In competitive you are being matched with people the same skill as you.

Though their EGO might be quite out of proportion.
So you are not ruining their skill level but are in fact playing with people of your skill level, so there is no need to be afraid of competitive. Just play normally in competitive and Match making will handle the rest.

If some one in competitive says, “you are bad” don’t feel discouraged.
They are just equally as bad but unlike you they refuse to accept that reality.

But you will STILL get random heroes! This will just make it so the hero pick rules follow the same rules as every other mode in the game. Besides, you do NOT get “true random” heroes anymore. Remember how in the past it used to be possible to randomly get the exact same hero twice in a row? Or how you used to be able to suicide to get another character? They changed those aspects of Mystery Heroes and it did not make it “not Mystery Heroes anymore.” They can change this too.

Life is too short for me to get yelled at in voice by people half my age or more, upset that I’m just not sufficiently good enough to their liking. Besides, I write that in team chat in response to every single time someone says “trash team” or whatever, which is most losses where someone says something afterwards.

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its so annoying to have three enemy bastions with two Orisas and a Mercy on the enemy team. Happened way too many times for me and I just never play Mystery anymore because of it. I would be a little more forgiving if the ult charge transferred in some way (reducing by like, 50% after death or something) but I really wish there was a limit.

The past? That still happens. I had it happen to me twice last time I played it.

If we can choose between different difficulty levels of event modes, surely we should also be able to select between “true” random hero selection and “smart” (no-duplicating) random hero selection.
With how Mystery Heroes is by far the most active arcade mode, I wonder how much splitting its playerbase would really hurt it, if at all.

I think statistically having a lower chance of getting tanks and healers is a bigger problem.

Said it before and I will say it again. It does not matter what the enemy team (or your team) gets for a composition. It matters on how well they play what they get.

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I always agree with this thread when it pops up. Speaking as someone who spends a ton of time on quickplay, I would probably split that time 50-50 with Mystery Heroes if it just had this one change. It doesn’t make any sense why Mystery Heroes is combined with No Limits, you might as well throw Total Mayhem rules in there, and ironically you WOULD get a better game since then you don’t have as intense ult spam with everyone being swapped off so much.

It really grinds me because hero picking is the necessary counter to No Limits. So why is it included in the one gamemode where you can’t? You’re already forced into being unable to select what heroes you have, but there’s also a chance that the enemy is given several of one hero who benefits from stacking? This leads to the same frustrating games over and over, where you simply cannot make any progress once one team rolls out with a cheesy comp that could only be beaten by an equal amount of cheese. And since they’re winning, they’re also getting and keeping precious ultimates, while you never have any, making for extremely one-sided fights where each loss is more punishing than the last.

No Limits has no right to be a part of Mystery Heroes. When I queue into Mystery Heroes, I’m wanting to play quickplay but without any of us having autonomy over who we choose, thus encouraging weird comps and introducing unique interactions that any serious game would never have. But when No Limits is added, on top of the other rules of Mystery Heroes, all fun is drained the second one team gets two Orisas, two Torbjorns, and two Mercys. Your only option is to keep rolling the dice and just hope you get a comp equally as horrible to play into, and then also avoid their ultimates.

Not to mention that once that cheese comp is in play, no one wants to play the game anymore. People leave constantly because they look out the window of King’s Row and see a natural disaster playing out. Thus, the disadvantaged team becomes even more disadvantaged as they struggle just to keep six players in stock, each one replaced with an unknowing stranger that’s going to walk straight into the problem making everyone leave.

It’s not healthy for the gamemode. It just isn’t healthy. It does not lead to more fun situations. Removing No Limits from Mystery Heroes would absolutely make it a much more fun gamemode where the emphasis is on the actual reason people queue for it.

This is just not true. Imagine a game where all 12 players are equally skilled, and one team rolls out with the meta comp, and the other team rolls out with six supports. Who do you think is going to win? And remember: I didn’t specify this is Mystery Heroes in this example. This is just a team that rolled out with the meta comp, and a team that rolled out with joke picks, both of which with the same drive to win. Who do you earnestly believe is expected to win this match-up?

This is a totally possible result of Mystery Heroes, regardless of how unlikely it is. The point is still true though: some teams are going to end up with better comps than others. The problem is, when No Limits is enabled, you’re far more likely to run into a comp that has inherent advantages over the other team. There’s an exact reason why limits were introduced in the first place; stacking heroes is almost always going to be good, since their abilities aren’t balanced with duplicates in mind.

By its very nature, Mystery Heroes does mean there will be one-sided fights, but the rules should discourage that from happening. You’re far less likely to get a cancerous enemy comp to get stomped by when hero limits are applied to keep the most obnoxious combinations out of play.

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NO.

Leave mystery heroes alone.

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As someone who only plays Mystery Hero, this is a bad idea and if it was ever implemented you’d regret the heck out of asking for it.

I keep a note of what heroes the team that is dominating has because of threads like this and I can safely say that stacks are not the problem. The absolute WORST and most unwinnable games I’ve had, have had 0 stacks and are just a REALLY effective combo.

People complain about double/triple orisa and Bastion but do you really think it’s going to be any better if they had Rein, Orisa and Winston instead? lol nope

Just looking at the screenshots I took from games where one side was getting wrecked by the other and these are the comps…

Dva/Ashe/Basion/Junkrat/Orisa/Wrecking Ball
Brig/Sombra/Mercy/Tracer/Zarya/Dva
Mercy/Zen/Brig/Zarya/Soldier/Pharah
Winston/Orisa/Soldier/Widow/Sym/Mercy
Doomfist/Soldier/Orisa/Rien/Torb/Wrecking Ball
Wrecking Ball/Zen/Widow/Rein/Hog/Dva
Ana/Hog/Sombra/Soldier/Mercy/Pharah
Lucio/Reaper/Orisa/Bastion/Rein/Winston
Orisa/Doomfist/Bastion/Reaper/Ashe/Zen
Orisa/Torb/Junkrat/Reaper/Ashe/Zen
Brig/Bastion/Torb/Zen/Rein/Mercy < We were attacking on Blizz world and it was an absolute slaughter, 0 deaths for me and there were 0 stacks.
Zen/Reaper/Mccree/Ana/Widow/Orisa < this is what the enemy had on Defence Numbani 1st point, the Widow was pocketed and protected the entire game and we couldn’t do ANYTHING about it and not even having 2 Mercys could help us break the hold and again ZERO stacks for the winning team
Doomfist/Soldier/Orisa/Rein/Torb/Wrecking Ball
Wrecking Ball/Zrn/Widow/Rein/Hog/Dva
Ana/Hog/Sombra/Soldier/Mercy/Pharah
Lucio/Reaper/Orisa/Bastion/Rein/Winston

the list is endless…

It’s just easier to point at the stack and say “this is why we lost” and when it’s not a stack you just ignore it. If you get a hero limit the next thing you’ll be demanding is a class limit because “they got 5 tanks and a mercy IT’S NOT FAIR WAAHH”

Just another thing I want to add about a game I had the other night. We were up against triple Torb who were on defence on Route 66, its started out ROUGH and we could barely get out of spawn, 2 people left pretty fast but YOU KNOW WHAT? We managed to take out the Torbs one by one and then went on the WIN the game! It felt flippin awesome to beat something like that, I admit I thought it was a lost cause at first but the key is to not give up the second you see the odds are completely stacked against you and keep trying to the end because you never know who you’ll spawn as next.

In another thread someone also raised a good point about this change causing more toxicity in a mode that is usually pretty free from it because “you’re not playing the hero good enough but preventing anyone else from playing them” Like if your only Mercy/Moira decides they want to DPS instead of healing while at the same time preventing anyone else from getting that hero and doing their job properly.

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Nah. as some1 who has played 400+hrs on mystery all of the team comps that u gave are really easy to deal with cept the pharmercy ones if rng doesnt give u any hit scans.

Tbh its way easier to deal with your example of Rein,Orisa,wiston + bastion compared to triple orisa + bastion. Also i dont see many ppl complain about double/triple orisa+ bastion because it isnt that big of an issue, its usually when its more than 1 brig/moria/bastion/torb that ppl complain about stacks.

Stacks are un fun to play against with because it simply takes too much effort to win against it and certain stack comps simply feel very unfair to fight against on some maps. Also the example u gave of 5 tanks and a mercy is stupid because that comp is a sure fail unless the other team gets like full healers also mercy alone will never be able to keep 5 tanks alive.

If you could barely get out of spawn simply means that they are trying to spawn camp u, which means they are over confident and playing out of position and its really easy to pick them off.

Yea no doubt some ppl wouldnt play a hero as u expect them to but its pretty much the same currently already, only difference is currently u could get 2 or more of the same kind of player on the same team and u get screwed over twice as hard, multiple sombras are notorious for doing it.

Do u know how frustrating it is to have 2-4 sombras refusing to die, take 3mins+ to get ulti and basically making ur team go 2-4v6 the entire game. Same can be said for 2-3 mercys + 1-2 anas standing at choke healing each other for the entire round instead of just dying to swap.

This is a conveniently ignored fact that thankfully isn’t going away. Won’t change much if there are two modes of Mystery Heroes on rotation in the arcade.

Funny part is, I was in a QP game when I started and we took the 6 supports (pre brig) and they were a standard 2-2-2 comp, and we won. Like I said, any comp can be beat if the opposing team is not skilled on random heroes they get. I have stated examples of getting 3 bastions on my team (in other threads) who had no clue about how to play. All 3 went the opposite way from their rein (me) right out the door and died since they all went into turret mode in the same spot.