This is the first time since the addition of “Checkpoints” for Assualt/Hybrid Competitive that I am really happy with an additon to the game!
First you gave me a second hero to play in the form of buffed Pharah, maybe even a third with Echo and now I dont even have to wait 10 minutes to play them in Comp. Thank you devs ^-^ I hope this mode stays forever!
(Btw: Why is it called Competitive Open Queue and not Competitive Classic? Do we get an ACTUAL classic mode for Anniversary? ^^)
Finally when I play healer I have the option again to flex to Sombra and force Doomfist off rather than just be stuck locking Brig for the length of the entire match.
the release notes say it is only going to be around for 4 weeks, but now that the mode exists there is at least a chance it can stick around longer
I am grateful this has been added, but there remain at least 3 serious problems with it
its in the arcade and therefore has less visibility to the player population, which means some players will never know it existed
it includes hero bans, which were never part of the pre-222 competitive game
it isnt (as discussed above) permanent. When qp classic was introduced, we werent given a end-date for it, and indeed it hasnt ended; but we have been given and end-date for this mode
glad you’re enjoying the mode. we were excited to at least try it out and see how it goes.
we struggled a lot with the name. “classic” has a lot of weight/baggage and means a lot of different things to a lot of different people. and the meaning will change over time. so we thought open queue was a more accurate representation. to be honest, quick play classic isn’t the best name either…
we’re very grateful for it, and hope you consider extending the 4 weeks considerably
the presence of the hero lock doesnt however make a lot of sense to some of us, myself included - a truly open queue should allow freedom to select any character
I mean, like Megadodo pointed out, if it ever becomes a long term thing, it’s placement in Arcade might be an issue. From what I understand, less people play Arcade vs standard QP and Comp. So, if less people are playing the Open Q, then there are less people to match, so the matchmaking will be looser than standard competitive. Which, could be a bit of an issue.
All in all, though, it’s nice to have. I haven’t had this much fun since 132 on Experimental. So, I’m happy with it.
Even including the Hero Bans was a cool touch. I’ve always been curious how they would feel without Role Lock. And, on their own, I think they’re pretty interesting.
Personally, adding hero bans on top of Role Lock always felt too restrictive to me. I think having one or the other is nice, though.
Just thought I would give you some feedback, since I saw you in the thread.
Hope all you guys/devs are doing well. And thank you for stopping by
Has there been any thought on featuring OpenQueueComp side-by-side of RoleQueueComp?
You’d pull a lot more DPS players into OpenQueueComp, which would free up the queue in RoleQueueComp.
Since even if an otherwise DPS player intended on playing DPS in OpenQueue, they might fill on Tank or Healer.
Meaning it’s very possible you might pull in 8-10 otherwise DPS players per game.
Also I think a Tank balance change like this can make it so that barrier tanking doesn’t mean Reinhardt 90% of the time. Possibly opening up some firepower buffs. Since it’s strange that only barrier tanks don’t get to have fun shooting stuff when compared to DPS,MainHealers,OffHealers,OffTanks.
Oh yeah, and this is low-key the most important thing the game needs right now.