Role queue was a slap on fix to the ultimate failure of how they designed overwatch matchmaking.
As I understand it the original intent of competitive was that it would only allow full stacks of six to queue up but due to complaints from the playerbase they opted to let people solo queue for it.
This created a plethora of issues that the game just was not designed to address in anyway.
It quickly became apparent that solo/duo queueing found you games faster and were easier to carry in. Because in solo environments there is inherently less coordination or communications. Allowing you to get away with things you COULD NEVER do in a more team cohesive environment.
The result being almost no organized teams and a far less team centric game overall. Which naturally means the roles were all over the place which would lead to the random all dps issues.
Couple this with the lack of LFG, clan support, and the absence many other (should have been) day one features.
Imagine if competitive on day one only allowed full teams or at least stacks of three? What if solo was not possible? I would predict that meta’s would have shifted far more often and role queue would not have been so high in demand.
Further more, the performance based ranking system that never truly resets and rates your HERO performance encouraged “one tricking” which would have already been a fairly common thing but became all but necessary for most people to climb. With the exception of a few of us (like myself) who were able to flex into roles as needed.
Did role queue kill overwatch? No, but it will forever (at least to me) signify the day that Overwatch declared they had given up on team based play without even trying it.
Would I have done things differently if it were up to me? Yes.
This is a biased conclusion. Because there is certainly another reason it could have increased queue times.
The fact that there are more dps then the other two roles. When you have five dps players for every 2 supports and every 1 tanks the only result would be longer queue times for the vast majority of the player base. Couple that with competitive match making trying to find players within your skill range and it gets even longer.
Especially at the opposing ends of the rank ladder as most of the player base is closer to the middle.