Another problem i think it will create is people who actualy dont throw but play badly (like not knowing hero, or just not being good at the game) going to be called throwing more offten on tank and healer. And reports sadly do work, just need to be a lot of them. So someone who want to abuse piority pass will get like 5 reports in one match will not get banned for plaing normaly later on on dps, but the tank who is just bad and try could be reported way more non stop and get himself in bad spot because people will be overreacting after so many people throwing games on purpose.
Seems like yet another system, that was introduced, but was not polished well before being out (even if you love role q, you have to agree it was not ready for the state game was in, what is proven by devs trying to fix problems it created to this day)
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Anyone with half a brain could see this possibility
Throwing a match for a shorter queue time is not faster than just queuing for a match. So when people realize this process is annoying and are tired of getting their accounts banned, then the system will be used for its intended purpose.
Also, so far I havenāt encountered any of this hooha myself, so Iām skeptical as to how much a problem it really is.
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Not sure itās toxicity actually asking people to play the game and not throw. Asking them why they do this and if they have any enjoyment out of this. I am definitely mad, wouldnāt you be? How would you react if both supports would jump off the map while youāre of def on Hanamura right before the enemy team engages? Respawn and do it again. Just so you know no one wrote anything or spoke in voice chat until that point.
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Just make it so thereās no passes for a loss
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Please donāt lump all dps into the same pool. This isnāt dps players, itās toxic trash players.
Yeah and even when players arenāt throwing itās very fun to have a Lucio OTP as your MT and a platinum Bapo player as your OT while the opponents rock a 4k duo going at it with their mains
I havenāt seen throwing intentionally but I would just report it as I normally do
What i would do.
Win = 3 passes
Loss = 0 passes.
3 Losses = 1 pass.
You want to avoid making people think quick losses gives you passes faster than a win. But at the same time you dont want to keep it being unrewarding, so people which genuinely just suck dont feel discouraged to flex.
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If there is any iteration of the system that includes āloss = 0 passesā then I think they would need to implement a time-based rule that rewards players for at least making the attempt.
For example:
Win = 3 guaranteed passes regardless of time spent
Loss = 0 passes
X minutes spent in-game = 1 pass
The system is intended to incentivize tanking/supporting through bribery: you do this for us and weāll give you what you want (faster DPS queues). Without guaranteed rewards, such a system would quickly be seen as a gamble if players could instead be punished with a loss, a loss of SR, and nothing to show for the āwasted timeā queuing for something they didnāt even want to play in the first place.
The time spent playing tank/support needs to be rewarding enough that players will do that instead of simply waiting in the DPS queue, with a focus on extra rewards for actually winning games.
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Thatās not sad. Having Gold Healing on Reaper is worse.
I tried doing some flex, 4 games in a row as tank. First, matchmaking seemed pretty dubious but maybe Iāve just gotten too used to comp. Second, I was accused of throwing for passes in two out of the four matches.
Just some food for thought for those who are doing the accusing.
That said, you should only get passes for winning absolutely, I donāt know what they were thinking there.