Role queue fixed a symptom, not the root cause

Nah, the people in this community genuinely wanted control over who you could pick. That is the core issue with most of their complaints from private profiles to one tricking, to the people who act like the dps are the only ones who can counter Pharah and only as hitscan. It never ends.

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If I’m reading it right, this idea would kind of wash down the distinction between roles, and basically make every hero into a dps. That’s what players like, right?
On the one hand, yes, on the other hand, the game would lose what makes it special. Going full hame on a tank design, or a healer design, rather than yet another pewpew hero with maybe a small heal thrown in, is one of the things setting OW apart. Go play Quake Champions or UT or something if you don’t like it.

This is 100% false, BTW.

LONG before GOATS, we saw comps all over the place. 3 dps comps were fairly common in high-tier competative before RQ. One of the most popular ones was Ball + 3 dps. Usually it was one of the tanks who were cycled out, or else a tank was replaced by Mei.

You are pretending that 6 DPS v.s. 6 DPS plays the same as 2/2/2 v.s. 2/2/2.

Those two matches are so completely different, they might as well not even be the same game.

2/2/2 creates a certain kind of match. Healing and tanking slows down teamfights and makes them much more strategic and coordinated. When that coordination is removed, you get chaos, shorter fights, much more emphasis on picks, and a much different game.

People wanted 2/2/2 not just for a “balanced” match–they wanted it because it is the OW experience. If DPS were strong enough that 6 of them is viable against healers and tanks and DPS working together, then the coordination aspect of the game would be entirely meaningless.

What you’re advocating for would require DPS to be the most OP role.

As it stands, DPS was slightly underrepresented in OQ competatively, but not much. Even GOATS was starting to fade out before RQ was introduced (Despite common assent, RQ was NOT created to combat GOATS, it was made because people were complaining about people autolocking DPS all game long. It’s why other popular games like LOL moved to that system too. Blizzard tried teambuilder, but it wasn’t working).

GOATS wasn’t even a symptom of tanks/supports being OP: it was the symptom of A SINGLE support being broken, and building a team around that. GOATS never could’ve existed without the monster that was release brig.

The fact that in high competative, 2/2/2 was the most common strat for OQ as well shows that there was a fair balance to the roles.

Sorry, but this has to be one of the worst takes I’ve seen yet. If you want deathmatch, play deathmatch. That’s a different game from OW.

The same goes for goats.
Your team coordination needed to be on point to overcome the range disadvantage and getting the target priorities right. Also the likelihood of having 3 Tank and at least 2 Support players on your team who actually play the required heroes well enough for their Rank was extremely low with how many DPS mains are out there.

Simply picking goats without being able to actually play it properly was pretty much an auto loss and I have seen it happen over and over again.

The goats issue was simply non-existent for the overwhelming majority of the player base and this is not just me saying it - it was also confirmed by the devs at some point.

No. This is a class based shooter, not a strict FPS. The class you take should absolutely matter.

Because this is a CLASS BASED SHOOTER. Team comps are dependent on the classes being present and filling their roles. With few exceptions, DPS cannot heal like support and DPS cannot hold the objective like Tanks.

What the majority likes to play has little bearing on what a team needs to be successful.

This game failed because it didn’t teach the playerbase the importance of teamwork. The higher ranks figured it out intuitively, but the vast majority of players still play this game hoping to have an individual impact on matches instead of trying to help their team.

So, all of the players that did play to help their team have long since quit the game in frustration since the devs keep catering to the selfish players that remain.

You never played GOATS and it shows.

GOATS comps essentially required voice comms, and the team had to stay clustered together, so Taking space had to be a coordinated effort.

If you didn’t play it properly you were going to lose.

Yes, it was an extremely powerful comp, but only for those that played it correctly.

You wanted 2 tanks and 2 supports, that aren’t DPS players dodging queue times.

There is actually reason - this is unbalanced comp. That sacrificed sustain for damage.

2-2-2 is “generalist” comp, where we do not specialise in any area. 1-4-1 is “assault specialist” comp, 3-0-3 is “defense specialist”. And like any specialised comp, it has weak spots. Which can and often will be exploited - in case of 1-4-1 it’s their low sustain, making them unable to maintain pressure for long.

For 3-0-3 it was range - tanks generally not good at ranged combat - which also can be exploited.

Because it didn’t build teamwork, one step at a time, it expected it.

For instance, if I pocket someone, it is teamwork…but unless they are smurfing, it won’t save game for us. And since it won’t save game for us, players would wonder “why am I even trying to work with that teammate, it got us nowhere”.

As support, I often found myself asking “why am I even trying someone, except my pocket, it doesn’t work and only wastes resources”.

They often are, since “damage always wins” in most games. Only saving grace for other roles is DPS lacking other talents, besides killing enemies.

Yes. Tank spam was attempt to counter ever increasing pace of gameplay, where you drop dead in mere seconds.

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We have the numbers on what people preferred to play.
I think we can very safely say objectively.

But it didn’t bring balance between roles, which was necessary for it to function without long queues.

If you mean 4 DPS comps, they were rather optimal. Problem was, it caused rather unbalanced pickrates for heroes - Mercy was pretty much mandatory support for that.

First of all, Goats was spear headed by Rein+Zarya, which is overwhelmingly popular and easiest Tank combo to pull off for majority since day 1, and it s still true even to this day.

Secondly, Goats used Brig, the mini raidboss herself, still one of the easiest and most broken hero in OW history. The last Tank can be whatever, Dva is a good choice but it doesnt matter that much at this point.

Lastly, clustering up and move straight to point as 6 people together using those brawl heroes is the easiest, most straight foward strategy ever. You dont have to worry about a single DPS wandering somewhere flanking or taking duels, you dont have to worry about Winston making the jump too soon, or any of the heroes use their movement abilities to move past your team. It s almost always guaranteed that you fight as 6 with no minimal weakspot.

If using that minimal common sense and basic tactic sounds hard to you, you were probably unlucky to have a silver teammates all the time.

It wouldn’t make everyone DPS, it would make a reinhardt equal to a junkrat. If this required him to lose 800 shields so he has 800 left, thats what happens. But at no point would any hero lose what makes them unique, only have heroes lose some power until match ups don’t require 4-6 tanks and supports per team to be optimal. That’s the part that kills me, when you need 4-6 of them to do well, why should you need so many of them? Why is it not ok to have 1-2 of them?

I don’t want deathmatch play style, I want how good you are to matter more than what role your hero fills.

If there a reason DPS can’t help support a team like how Soldier 76, Sombra and Symmetra do?

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We have usage numbers rather than preference numbers and the only official preference numbers - the biggest poll ever done on the subject - favoured open 6v6. Although it must be said that none of the polls that have been conducted to date followed a valid method of attitudinal data collection

https://www.youtube.com/channel/UC-2wa6jvprl7hfCpvw0ULzg/community?lb=UgzDz50oW1Yg_VUPfe54AaABCQ

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not at all

there are a number of actual facts that indicate that 222 was and is not a success, and there are folks with opinions on both sides of this matter

to state that 222 is a success, when others have an equal argument that it is not, makes it quite manifest that such a statement is a statement of opinion rather than fact

the fact that there is no one unit of measure of “success” also means that success cannot be objectively quantified, which in turn means that it cannot be demonstrated objectively - as a fact - that it was/is a success or not a success

bottom line - the statement was a statement of opinion, not of fact

…and many of of would say, as I certainly do, that we feel that match quality is actually worse in 222

There indeed are plenty of numbers

None of them from valid datasources, but yes, there are a large number of invalid sets of data regarding this matter

as such, no, any declarations of the overall population’s preference in this regard are unsupported opinions - subjective, not ojective

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We?

You claim to speak for all players?

I know I didnt want this so-called balance

Many many many other players have spoken to this as well, stating their preference for role-less queue mode play

so no, there is no such “we”

something being “balanced” doesn’t mean it is good

an orange could be balanced (on the slim side of a board, for example) and that doesnt make the orange better or worse

I keep seeing this argument made with it being strongly implied that “balanced” somehow being an improvement, when there is no real data to prove this to be so

Given the number of times I have seen so-called “balanced” teams handily beaten by teams lacking said “balance”, I have never even seen it in my own limited experience

actually, they did create the tank shortage problem

in any queuing system where there is not a demand made that there be a certain number of role x (whatever x is) there is never a bottleneck created over role x. If there is such a demand, which is one of the demands 222 made, then the bottleneck can occur…and as we know, did occur. Is occurring. and will continue to occur.

the 5v5 bottleneck might turn out to be supports, for all we know right now. In such a case, we simply trad eone horrendous and unnecessary bottleneck for another

there is no guarantee that 5v5 will queue faster

it could even be slower

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Yes indeed. Agreed on all points

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Yeah, no. That wasn’t the case.

Yes it is a fact, that is not in question.

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Sorry but it’s not a fact. If it were fact they wouldn’t have to radically redesign the entire game to make it just about work with sensible queue times, and the game wouldn’t be at it’s lowest point ever

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It is a fact, that is why OW2 has RQ.

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It’s been delayed another year so evidently rq isn’t helping them that much when they have so much work to do to fix the issues that it creates and their fixes then cause other issues

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