Now that queue times have gone back to where they were before priority pass’ implementation we should look at what needs to be changed.
For starters I think far too many priority passes are granted for a win with it being 7, this number should be brought down to 2-3. On top of that, the ability to hoard passes makes it difficult to encourage players to queue up regularly on the flex position, the max number of passes should be dropped down to 14 or 15.
The most frustrating part is that the estimate for queue times with a pass are wildly inaccurate. I have had queues estimated at less than a minute to end up taking around 6. Even for quick play, queues are that supposed to take less than a minute with the pass take 3-4, the time it would have taken to queue without the pass.
Players need to be encouraged to keep the flex queue used by scarifying the amount of passes in order to help the inflation of passes that occurred at launch of this program.
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Priority passes needed a change before they left PTR, love the idea but the execution is literally a meme.
I’d have thanos’d the stockpile to cap at 20, and given one for a loss, 2 for a draw and 3 for a win. Maybe even do 1 for a draw and only 2 for a win. The more people are picking Flex, the faster everyone’s queue times are. But nobody needs to pick flex more than a handful of times to have more tickets than they’d ever reasonably need, and when EVERYONE has the tickets their effect becomes negligible
I don’t want to come across as rude, but I legitimately cannot understand how Blizzard didn’t see this coming. It’s… Basic stuff, you know? The system is far too rewarding when it really shouldn’t be and it compromises the entire pass system because of it
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Exactly, they should err on giving too few passes than too many, literally no downside to have it be a cap of 5 other than some minor complaining.
Wins and losses both give too many passes
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Priorty pass was a horrible idea it is punishing Tank & Supports mains by ruining there game by having DPS mains who dont care one bit about playing those heroes
Also the amount of leavers is rdidculosly higher
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This is Blizz we are talking about…
As for the topic, the whole pass system is stupid. You’re basically forcing people to flex even if they hate it. You’re still going to have the same problems as now, even if you lowered the limit on winning and how much players can stash.
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Still wait 6-7 minutes even with the priority pass being available 90%+ of the time. What’s the point? Game quality somehow degraded even more (how was that possible) + minimal savings in queue times?
I sincerely hope that they didn’t spend longer than 5 minutes working on the code for the priority pass. It would be mind-goggling if it was actually a concerted effort or something.
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How is an optional system forcing people to do anything?
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i’m sure they did see this coming but dunno why it’s taking them so long to make changes on the flex system… i think they wanted to give so many passes away for wins/losses right at the beginning so that everyone has passes and then they can collect data on how it’s affecting the q times… but it’s been a month of data now surely they can decide how to improve the system. it’s just silly now because like you said, everyone has passes and we all know 90% of them are used for dps q, making the q times the same as before flex. so if you’re a dps player coming back to the game after a break, it’ll be a 30min q time without passes lol, forcing you to play a few tank games which you don’t care about so much just to collect passes
Priority pass is fine, winning a game means I dont have to stick onto a role I dislike any longer than I need and losing gives me something.
It did its job by reducing queue times which is the most important thing.
Priority pass shouldn’t give passes for a loss. Periodt.
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Then no one would use the system and it becomes useless. The qhole point is to decrease dps queue times and it workes.
I 100% agree, it gives way too many passes. I’ve only had to restock my passes once since it launched, and I play way too much.
Then it’s flawed.
You shouldn’t be awarded something you didn’t win, especially when you can just throw and make the game go quicker or just afk, move around every now and then and still get the benefits.
You should actually have to work for that quicker queue time.
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It is only flawed if the payout reward takes longer to farm 6 losses than it is to get 1 win.
It incentives players to win and even at a loss, that is still one pass that the loser can use for their own game before doing it again at bare minimum.
The system isnt flawed if that is the case, its the players.
Edit, besides, if the player was throwing then report him and it will get them suspended anyways.
I’m all for only giving a pass on wins and decreasing that number to 2.
I’m for giving treats if you do things right and not just a medal for participating…
I think that’s a good start. Also allow only a stock pile to 20.
I see 2 main ways of getting rid of the queue times for good. First is to make the distribution of roles in a team to match that of a playerbase. They kinda tried. Secon is to address the main issue which is tanks and supports are unfun for a general playerbase. Blizzard actually have a perfect opportunity to do so with OW1 before release of OW2 which will refresh the playrbase. They can test waters, rework the concept of non dps roles to see what will be successful. They might not have the same opportunity afetr release of OW2. But instead they’re trying to slap a bunch of bandaids at current system.
Either they play roles they don’t like for passes or wait way longer cause of all the people cutting in front of them
yea i agree to prefer having too few than too many.
what happens when a player has no passes?
he can still play, just wait a bit longer. they are not barred from the game, its no loss really if they dont want to queue flex then they pay in queue minutes.
Literally this. I have never, not even once, gotten into a game before the estimated time. Unless it was a backfill.
And everybody knows how bad those are.