Furthermore, with the system prioritizing different specs in each game, non-Disc healers are more likely to get matched against Disc healers.
The rating system is rigged to waste your time so that blizzard gets credit for people time played. People will burn out fast. I don’t see arena growing and it will become a ghost town again. Even in solo que.
Blizzard will 100% not address this problem, but rather the symptom.
I mean, it’s kind of a hard issue to address. One might say that healing is unfun because dps can die in a split second if they don’t press buttons, and that’s not an issue with a particular spec.
play an obscure spec as dps might get you faster queues.
Complaining about queue times on a class that has the option to play healer, weird.
It is almost like the solution to your issue is right in front of you, you just do not want to do it.
Gimme double the rating for wins up to 1800 and ill roll every healer for the mog idk.
Right now healing feels like a job and why would i want to pay to feel like im at work.
1700s down to 1500s in a night Schweet. Yup really makes me wanna q again to climb that crap. Q into more disc priests that sit mid with 0 issue. wahoo.
Its simple, the game should not be so punishing given you can rng into an absolute aids lobby on an aids map. Why someone thought time sensitive rewards in a mode you can actively lose progress in was smart idk. You lose a 2s round you lose 10 rating not f’in 70. Put that into the other modes and see how much ppl like it.
But hey at least i have 194 rousing ire
And for the english speakers, “Solo What Time”
They need to stop thinking about incentives and make it more fun to play for a wider audience.
It’s actually like 90% of what I queue into. It’s not fun.
I never saw a Holy Paladin, Holy Priest, or MW Monk during my climb from 1200 to 1800. This is not exaggeration. Every game was Evoker or RDruid. Post-patch, it was all RDruid/Disc. HPal is in a decent spot too, but Disc/RDruid are just so strong…
I queue RSS once/week just to have access to gear upgrades for PvE at rival level, but it’s not fun to heal at all.
Playing as healer in RSS is the most stressfull, irritating and frustating experience i ever had in this game by far, is like paying someone to kick me down in the eggs.
Also 5 wins = 38 points…are you kiddin me??! healer with 1 win 96 points , dps 4 wins 59 points , me:
-i.imgur.com/akhQ6Ei.jpg
The MMR system isn’t the reason you’re playing at 1300 MMR.
“dhe MEMER fhystjen ynst tha reson yo re plaaying ut 1300 memer hur dur”
-i.imgur.com/njHw25J.jpg
those elitist tra$h talker don’t know text interpretation, they gave up all his brain cells to game it seems, no one talking about mmr, we are talking about the experience of playing SS as healer, now take this ignore stinky troll.
Ahh, I see. EU player.
Ya, queue times are a bear. I’m glad that my work and life allow me to fit in twenty minutes of wait time.
Balance is the real issue here, balance in terms of how much work is needed to perform a role period and relative to other specs/classes.
The idea with dampening was to keep the round length down, so that you’d not be in a match for an hour. Well, with dampening so high we have no healers because it is just not fun knowing that you cannot perform your primary purpose. So a match takes an hour anyway.
Rounds have a timer I think. Just have people play to a draw. But dammit, let us play.
Unironically, actually not a terrible idea.
But then the question becomes what is the draw timer set at. Different hard timers benefit different specs because different specs have differently timed burst cycles.
With a timed draw for the healers being counted as a WIN. DPS would have a neutral result (technically they failed in their purpose, so giving them nothing is actually being nice)
For healers, if no one dies, it is winning. Right? Purpose fulfilled.
I would think a five minute round timer, that gives every DPS cooldown except lust at least one go if held, two if used immediately. Even Metamorphosis (which is still terrible as a CD).
Im not entirely sure about that.
It would help with the problem of healer MMR tied to DPS MMR conflicting with the purpose of both.
DPS should be rewarded for getting a kill. Win in time.
Healers should be rewarded for preventing it. Win if DPS kills the other side, win if no DPS are able to get a kill.