I know topics have been made about this.
This is another one.
Priority queue on dps specs for every solo shuffle played in a healer would help Solo Shuffle immensely. Even one priority queue for every 2 Solo Shuffles played as healer would already be amazing. It works in other games and would definitely work here.
Also, blizzard should REALLY review rating system for solo shuffles. Winning a 4/6 game could be HUGE, and should give more than 13 points in situations where you manage to carry that brainless dude that did 50% the dps of all other dpses and lost 5/6 games in that match.
Right now, honestly, there’s hardly any incentive to play SF, even as DPS. The feeling of being stuck because of other peoples mistakes ALL THE TIME is omnipresent in solo shuffle. We’re hearing this from rank 1 players… This should tell how bad the situation is for the developers of this game.
Wake up, Blizzard. You might be incompetent and have managed to pretty much destroy the best game ever made, you might only see us as “payers”, and not players, you might be a tiny fraction of what you once were in your days of glory, but the bar is already pretty low. Not that hard to make things a little better, huh?
Edit: I had forgotten it, but also, one minor detail that bugs me in SF is when we see the round details from last round, we’re seeing the numbers from last round, but the players teams are from the current round, which makes a bit harder to see who did what number and from what team if you dont look straight away after someone dies. Why not display the colors from last round’s teams?
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I would probably at least gear my other healers in honor gear if they gave conquest per round won and not only after 3 wins. My healers in honor gear just get rekt and I don’t get any conquest.
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Yeah guys what if we make the unfun role that only masochist enjoy, reward you by making it so you can actually play the fun role?
Do you people actually think about the things you type? Blizzard is dumb but im still glad they ignore feedback from the masses.
So instead of sitting in que as a DPS not having fun, i can get instant ques as a healer and not have fun. THEN I can swap back to DPS and have fun again where i could of been on dps the entire time I wasted on healer!
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I hate healing but I would consider doing this for faster ques. Great idea.
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Right?!! Me too. I think queues would be much better for everyone, I think.
Blizzard should do try on something like this. It seems safe at least.
I mean… It not have any potential to break or unbalance other aspects of PvP (that already is with a lot of problems), like many other ideas ppl post on this forum.
In the worse scenario, it will only not improve anything on the wheel of RSS.
If Blizzard wants more people to queue healer they should fix healer MMR/CR gains to start. That’d do more than anything else would.
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You do know you can just queue as dps and wait the long queue, right? I mean, since you’re so smart, you must have figured this out… Right?
I Agree… That needs to change asap.
Let me make it simplified for you to understand. OP is offering:
Option A: Sit in long DPS ques
Option B: Sit in short healer ques then sit in short DPS ques
The amount of time remains relatively the same, the only difference is in option B im wasting time doing something I dont want to do in the first place. I could AFK/alt tab/do anything else while in Option A.
And this is JUST CONCEPTUALLY HOW IT WOULD WORK! In reality, this straight up doesnt.
Overwatch did this this for filling healer/flex, and all it did was create a second backlog of DPS players who have “priority que” which resulted in the same amount of que times. Simultaneously also making it so those who dont have priority que (which became the new base queue) suffer even more.
The problem is simply the amount of dps to healer players is 100:1 because healers is a loser role no one really wants to play. The only solution is to remove healers entirely as a role and stop letting it bottleneck content.
No it wouldn’t. Rating is tied to your spec. What is to stop someone from simply queueing healer and throwing games to end ASAP so they can get a fast DPS queue?
This is literally not possible. An equilibrium is reached that is lower than the default queue times for DPS, even if you never engage with the fast pass system yourself. In a properly set up version of this system any DPS that has a priority token has, by definition and at minimum, contributed two healer matches first. It’s not possible for an asymmetrical number of healer volunteers to be injected into the system and have queue times remain either static or increase.
It would decrease queue times across-the-board. There would be waxing and waning as default queue times lower and cause healer games to become less appealing, which would subsequently cause queue times to rise again and once more make healer games more appealing. This cycle would repeat endlessly, but the net impact would be lower queue times overall.
Such a system is not for someone like you, clearly. If you hate healing then you would simply enjoy the variably reduced queue times and wait them out. The point of the system is, as you identified (but with the implication that it was somehow a bad thing), to give players the option to opt to play healer games in lieu of sitting in a DPS queue. This option is intended for those who, tautologically, would find that a good trade. That group includes people who are meh on healing, but don’t hate it, and people like myself who enjoy healing without it being our main focus. Both groups would undergo a marked shift in their ratio of healer:DD games, and the system overall would have a more favorable ratio as a result. I would likely never play a non-passed DD game again, so I would go from a ~.5:1 ratio to a straight 2:1 ratio.
First, this isnt true because the non prio DPS players just get pushed in the back of the line. All this does is let you skip to the front or closer, it doesnt reduce the line in totality. Which doesnt even get into that it isnt a totally straight line of which dps get queues but rather a giant circle of people and the system takes into account various factors like how long has player been in que, whats his mmr, etc.
Secondly, and far more importantly, it doesnt address the first point which is forcing people to do something they dont like so they can actually do the thing they do like is just flat out stupid. Its stupid in overwatch. Its stupid in league of legends. In stupid in every game to ever implement it or try it. I’ve never ever once been happy to be autofilled support in league over just waiting an extra 5 minutes to get the role I actually want.
Healers bottleneck and gatekeep content by proxy. Its been this way since the dawn of this games life. No magical healer mmr fix or armchair dev solutions is going to make non healers want to heal, its just going to make current healers more happy. Which by all means is great and all, but it doesnt fix anything in the grand scheme of things because DPS still outnumber healers 100:1
i’m not following this
if >0 dps leave the line(to queue healer), that reduces the line itself, and then if >0 dps queue healer the line moves at least a little bit faster. what am i missing about that exchange
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They get pushed to the back of a much shorter line. Not sure what part of the system you don’t understand, but any DPS that is getting prio’d over non-pass DPS has already contributed two healer games. While they themselves are using their token, someone else is earning theirs by playing two healer games. Now, yes, any individual earning their token may actually be acting as healer for two fast-passed DPS, but there’s more than one person earning their token; that is actually the entire bloody point. At any given moment, for every DPS cashing in on a token there are two DPS mains earning one as healer. The system takes care of its own incentive in addition to generating an excess of resources that are put towards those who aren’t taking part in it.
This isn’t an autofill system. You can choose to not take advantage of it and only every queue as your role, but with reduced queue times.
I agree that supports represent a kind of fundamental design flaw in RPGs, given that the role has historically been shunned and no game has ever managed to overcome this inherent aversion. Besides that, however, you have zero idea what you’re talking about when it comes to the system being discussed. A token system would absolutely reduce queue times for everyone and would absolutely increase the rate of play that healers see. It doesn’t have to turn diehard haters of the role, like yourself, into support mains to be successful.
Such a system is actually a tacit acknowledgement that healing is a fundamentally, broadly undesirable role that can’t be made otherwise. It acknowledges that non-healer players must be bribed into taking their turn (or taking their turn more often) as healer to smooth out the system overall. It also would be more effective at that than any other possible addition or change to the game.
You’re not missing anything about. Balthys is just pigheaded and can’t wrap his head around the concept.
Everyone who doesnt interact with this system as a DPS is potentially suffering even longer que times with people prio jumping in front of them. So now you have people queing their alt healer at 1500 mmr where theres a larger pool of players who also dont interact with people of higher CR, then potentially turn around and use a prio pass at 2.4k+
This entire system, that you are trying to sell me on, is really basically a bunch of what ifs and maybes because it forgos a good deal of details to make this not ripe for abuse at best or flat out terrible at worst. We already have 2 precedents where this system is already in place. LoL and overwatch 1
In Overwatch 1 queing as support or fill would give you a prio pass up to 40 stacks so when you que DPS. However because the healer draught was so massive queing DPS effectively never popped pre 20 minutes especially at higher ranks, so many dps was queing healers which had their own seperate ranks (or mmr). They could then use that on their higher ranked DPS ques but there was also so many other DPS who was doing this and the healer draught was still so low even with people flexing it, the priorty que effectively became the normal que, and those who qued DPS without a prio pass quite literally would not have their games pop for high ranked matches.
In league of legends its similiar except its forced flexing instead of optional. If a role has a low amount of people in it the game will automatically force you to play X role so que times stay relatively short. Afterwards you are given not a priorty que, but protection from being autofilled on roles you dont want for a while.
Neither of these features are/was liked by the community who had to interact with them.
Im not sure what you dont understand is that if you go to an amusement park and theres 1000 people in front of you to ride the roller coaster, and the conductor says “Anyone who lets me take a dump in your mouth can cut the line” and 50 people do it, 950 people are still in front of you and it effectively makes 0 difference. Its so miniscule that its not worth consideration.
No the most effective addition would be the prompt removal of the role as a whole, rebalance DPS and the game around near self sufficiency, and rework all existing healers into non mandatory augevoker supports instead.
I dont endorse a system that will potentially reduce que times from 40 minutes to 35 minutes I want to reduce it to 2 minutes, 5 minutes at max for the top mmr. Anything less is wasted development resources.
But they aren’t though. The system inherently generates two healers for every DPS being prioritized. It is literally not possible for the queue times to get worse.
A) You’re referring to an incredible niche that would hypothetically be affected.
B) Even if every token farming healer were 1500 rated, that would inherently push the dedicated healers up. The 2.4k range would gain additional healers by virtue of there being token farming healers at lower Elos.
But for the system overall – even if we accepted that the problem you’re describing is an actual thing that would happen – it is a small price to pay. Better that it sucks to be the 99th percentile DPS that refuses to heal than that it sucks to be every DPS everywhere else on the ladder. This hypothetical problem is also easily resolved by weaving in the non-passed DDs such that they only ever have to wait some maximum amount of time.
Continuing to not understand how the system works. What’s actually happening is that 50 people from the line are magically turning into rollercoaster cars and then taking two people from the line, each, per ride, and doing two rides. They’re cutting the line down from 1000 to 800 (the line is actually shorter than 800 at this point because there are still the existing cars doing their thing), and then in exchange they get to cut to the front of this line where you’re now in the 550th position. Without them you’d be at the 700th position at the same time. Also while they’re cutting in line more people are taking the park up on this offer and removing 4x the number of people from the line for the sake of cutting in front later themselves. Everyone gets sped up.
The reduction would be far more significant than this. I know you can’t actually fathom how queues work, but we’d be talking about a much more significant reduction than 5 minutes. You also must be playing some turbo-populated spec to have 40 minute queues. Even on my WW monk they’re usually 15-20. I rarely have them go to 30 and haven’t had one longer than that in ages.
Just a supremely idiotic statement.