RQ ruins everything that made MH beautiful, unique, and fun

I have played Overwatch since even before Day 1. I played in beta when Bastion still had a shield. I’ve played since Hanzo knew how to do simple geometry. I play very casually and I am not a competitive person at all. I have 847 hours in Mystery Heroes, and 32 minutes in Comp that I did in 2016. And it is my firm belief that adding Role Queue to Mystery Heroes is the absolute worst decision the OW2 team has made. And after almost 20 years of playing Blizzard games, they’ve finally drove me to the forums to make a formal complaint.

Now rather than just bash their shortsighted, out-of-touch decision, I want to explain why Mystery Heroes is good, why it was (mostly) fine the way it was, and how adding Role Queue quite literally ruins all of these things.

So to start, I’ll use terminology that people at Blizzard might better resonate with. Mystery Heroes was my “safe space.” I don’t like competitive, sweaty gameplay in any game, and I don’t like being locked into a role in OW which is one of the reasons I liked playing it to begin with. Due to the random nature of the mode, REAL MH is a mode without expectations. No sensible person expects you to know how to play your role, no one expects you to know how to play your character, and no one expects to win or lose since things can change so drastically with just a few good eliminations.

The reason that MH was so fun for me, and I’m sure others as well, is that it almost makes me think of the game like a puzzle and provided for some unique playmaking. For example, if I get Widowmaker, and the enemy team has Rein and Winston, my chances of making an impact are lower, but instead of throwing or doing some other unsportsmanlike behavior, I think to myself: “Ok, this is what I have to work with, and this is what I’m working against, so what can I do to best utilize this life?” And truthfully sometimes the best option is to make a sacrificial play. Every game is so vastly different from the last. And sure, there are some games that you just get bad RNG and that’s all there is to it. but after over 5,000 games with a 58% win-rate, it seems like it generally evens out.

People have also pointed out that the much simpler, much easier, less contentious, most requested, and most obvious solution would have been to simply restrict the number of tanks each team can have simultaneously to 2. Now why they decided to forgo that decision and instead insert a mode that no one who played REAL MH regularly asked for, and relegate the REAL MH mode to the Arcade section, I have no idea. This decision honestly probably wouldn’t even be so problematic if they just added the RQ MH next to REAL MH in the quickplay section. But instead they shoveled the REAL MH into arcade in order to try and force more people into their contrived, needless addition.

And so now what the addition of Role Queue has pretty much immediately lead to, is a previously chill, relaxed game mode is now being stuffed and flooded with toxicity, tryhards, and sweaty gameplay. One of the most fair things about REAL MH is that a DPS main could go an entire game without getting a DPS character. Now DPS mains queue DPS, support mains queue support, and tank mains still don’t queue tank because it feels bad to play their role. This completely upsets the balance of the game mode and just turns it into quickplay. I will also say that almost everyone I’ve seen say they’re happy with the change are people who DIDN’T EVEN PLAY MH TO BEGIN WITH. And to contrast that, almost everyone who is against it are people like me who mainly or exclusively played this mode.

If you’re a quickplay player or a comp player, and you want the RQ MH experience, just go to your role queue game mode, assign each character a number, and roll dice. And every time you’re eliminated, roll dice again. That’s what RQ MH is, and as a REAL MH player, I never asked for, or wanted that. REAL MH was a fun, unique experience that was one of the only things that made the current meta of competitive and meta-dominated gameplay bearable. So if they want to keep RQ MH, that’s fine, but put REAL MH back into quickplay where you had it, it doesn’t even make logical sense to have the same game mode sorted into 2 different categories and my personal belief is the only reason they hid MH in the arcade section, and made this decision to start with, is because REAL MH often highlighted how broken certain characters were as soon as they weren’t confined to their (also un-asked for) 1-2-2 format.

And I’ll be honest, this is not a change I want reverted “soon.” This is not a change I want reverted next season. This is a change I want reverted by next week. This is just an absolutely awful, short-sighted, out-of-touch, braindead, ignorant decision that shows the developers have absolutely no idea what their players want, or how to give it to them. They are overly obsessed with “competitive” gameplay in a game where you play as gorillas, hamsters, cowboys, and ninjas. Just stop. A game where you play as gorillas, hamsters, cowboys, and ninjas sounds like it would be fun, so why isn’t it?

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Role queue in a party game is lowkey wild. I understand it as a competitive rule set for rank. However, the fact that it is the standard for quickplay is already relatively weird. I understand people are biased for it and everything, but it’s genuinely strange. It is just one of those things that people never readily admit, but deep down, I bet they believe it is odd too.

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Side note: If anyone is going for “Shapeshifter” title, RQ MH does not count.

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me sitting here quietly… just wanting my 4vs4 mode back in Arcade

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This is Mystery Heroes the way it was meant to be played. People getting hung up on fairness or wanting additional restrictions are totally missing the point of the mode. This mode takes real flex skills and unique strategy to play well, and that’s why I love it. Adding structure to the mode makes the mode irrelevant.

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Yes and no.
Lets not go full tribal mode because the game evolves, and more heroes come into play and balance is done for different formats.

There HAS to be a limit of 2 tanks and max 3 Supp/DPS. Otherwise its pointless. Its full RNG and that was NOT the whole point of the mode. It never was.

But you can literally go into Arcade and play the old one. You wrote an entire novella complaining about having to click the same 2 buttons you had to click for years before it got its own tab. This is basically the most pointless thread ever.

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And you go into every thread and say this as if moving to the arcade doesn’t change anything

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It’s not really a comp rule-set, more so what the game is balanced and design around at this point. DPS and supports are not really made to play around 4 tanks and a moria.

And considering that it’s the first thing new players will engage with, it’s best not let them be stuck in a scenario that isn’t representative of how it’s suppose to play. Especailly if that’s goats CC spam jail.

I do find it weird MH is being put up their as “standard mode” while Deathmatch gets the boot. Which would be the mode that would benefit more with some sort of structure or light balancing rules.

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I think limiting the number of roles was a bad idea, too. It needs to be the case that anything can happen. Sometimes it takes a couple of team fights to be able to kamikze the supports in situations like that, but that’s an important part of it. It’s never full RNG. There’s skill in figuring out the best possible play with whatever weird tools you’re given. Player skill is more important than hero picks in this mode even more than in standard RQ.

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I mean it doesn’t change anything. That’s just reality. The people talking about it being gone are silly when it is the exact same clicks as last week to play MH.

At first I thought people were genuinely confused and didn’t think to look in Arcade but if you saying that people know it’s still in the game, and they can still queue for it, but are pretending it’s gone, that is sad.

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Arcade mm + no leaver penalty = a lot of difference

// I immediately checked arcade as soon as I saw that in unranked. For me it was not a surprise. It was another disappointment with the stupidity of the devs

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Skill can’t outplay game balance mate.
When Tanks are raid bosses, the team that gets 3+2 Supp or 2+3 Supp gets a STUPIDLY insane advantage.

I get it, but if you want “chaos” thats Total Mayhem. Not MH.
MH was always about versatility and thinking outside of the box vs comps. Not about overcoming OP combos that can roll over anyone with pressing 2 buttons in a sequence.

Skill can overcome any comp. When you have a busted comp, you have to play differently to protect it. Losing a support even once can break it. When you’re on the other side, you have to make weird sacrificial plays to do that. It’s balanced because it can go back and forth between teams, and you only have kill something once for it to be gone. That’s not chaos.

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Simply false.
And Ive been playing MH for 6 years bud.

Simply true. Have 3k hours in it

Yeah thats my alt alone. Good try tho

Can you speak human?

I’ve been playing it since it existed. Have also been GM1 on every role at the same time because I’m an actual flex player. It’s not false; it’s a skill issue.

  1. The patch notes on Tuesday said nothing about arcade but it was still in custom games. If it stays permanently in arcade maybe you have an argument.
  2. OQ MH being in arcade means it won’t earn battle pass xp or count for quests and other things like it used to in unranked.

The only benefit I see of RQ MH is that it will count for daily/weekly quests of being queued for all roles quests. But if I wanted to flex/all queue I’d just go play QP or comp.

I just don’t get the appeal of role queue MH, especially for tank. It is just forcing counterwatch on you and at least in QP or Comp modes I can choose what tank to try and win with. It is a 50% chaos mode instead of 100% chaos mode in open queue MH.

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