SoloQ Article is out

Solo queue.

For a long time now, those two words have been a rallying cry for parts of the PvP community whose appetite for World of Warcraft Arena is insatiable. We’ve been reluctant to simply apply a solo queue wrapper around the existing Arena format for several reasons. But we’ve never stopped asking ourselves how we could provide a solo queue experience without falling prey to the problems we foresee with it. Today, we’d like to share more information and insights on an idea we’re experimenting with in a future brawl called “Solo Shuffle.”

WHY QUEUE SOLO?

First, we’d like to talk about the reasons players want solo queue Arena, as we understand them. Many players have a general love for Arena, but their regular partners are not always around to team up. While the Group Finder is available, players have given us feedback that it can take too long to find suitable partners with the tool. While we are working on improving Group Finder, we acknowledge that there are times players just want to press a button and start playing.

Of course, such a solution exists in Skirmishes. Players can queue for Skirmishes either solo or in a party and quickly participate in an Arena match to receive Honor and Conquest. But for many, Skirmish isn’t an appealing option. Certainly, part of the appeal of Arena is the higher stakes at play when you put your Rating on the line each time you queue up for a match. Seeing your rating increase after a big win is a fundamentally different form of progression than earning Honor or Conquest to purchase equipment. Gear upgrades are also a likely contributor as while Skirmishes do reward Honor and Conquest, they do not offer rating required to increase the item level of your gear. In general, across World of Warcraft, the best gear rewards are offered from content that requires premade groups (Raiding, Arena, Rated Battlegrounds, Mythic+) and not queued activities (Raid Finder, Raids, Heroic Dungeons, Battlegrounds, and Skirmishes).

So, while we understand the desire to have a solo queue Arena, we have some reservations about adding it to the existing brackets (2v2, 3v3, RBG) based on observations from WoW and other games. For example, while it’s very likely that a solo queue solution will increase the overall participation in arenas, it will also mean players won’t need to form groups to participate. While systems like Dungeon Finder and Raid Finder have made content much more accessible, players have also given feedback on the impact those systems have on the social element of the game. Queued systems can make other players feel more dispensable since replacements are only a few button clicks away. The process of assembling a group for an activity provides immeasurable value to the social dynamics of a game like WoW. As such, we prefer to keep the preformed group requirement in place for the 2v2 and 3v3 brackets.

Another concern is the impact that team composition can have on the fairness of a match. Players want their skill and commitment to be the primary reason for their success or failure. In WoW, characters are defined by their classes. When you queue for an activity in WoW, you are playing a specific class and cannot change in response to what your teammates are playing. Arena gameplay is defined by class synergies and certain combinations are inherently stronger than others. For example, suppose there’s a match between two teams each with equally rated Rogues. On one team, the second DPS is a Mage while the other team has a Death Knight. One of the Rogues is going to feel like the matchmaker did them a disservice. If you replace the Rogues with Windwalker Monks, the evaluation of the Mage and Death Knight change considerably. While the response to this problem might be to build a sophisticated matchmaker that takes this all into account, in our experience, there will still be situations where less than ideal pairings occur.

GOING FORWARD

So, we want to put forward a new idea for solo queue that we think addresses the problems above in a unique and novel way. Our idea is a new bracket we are tentatively calling “Solo Shuffle.” This bracket is solo queue only. Each time you hit the queue button, you’re placed into a cohort of 6 players comprised of 2 Healers and 4 Damage-dealers. The cohort will then play 6 rounds comprising every possible combination of teams made up of 1 Healer and 2 Damage-dealers. Players will have to adapt to a wide variety of team compositions, but so will their opponents. So, in the case above, both Rogues will end up playing with the Mage and both Rogues will end up playing with the Death Knight. After all 6 rounds are completed, players will earn or lose rating based on the results. So, a player who wins all 6 rounds will earn more rating than a player who only wins 3 rounds.

To illustrate further, let’s say there are two healers a Holy Paladin and a Resto Shaman, and 4 DPS Rogue, Warlock, Mage, Hunter. The 6 rounds will play out as below:

Paladin, Rogue, Warlock v Shaman, Mage, Hunter

Paladin, Rogue, Mage v Shaman Warlock, Hunter

Paladin, Rogue, Hunter v Shaman, Warlock, Mage

Paladin, Mage, Hunter v Shaman, Rogue, Warlock

Paladin Warlock Hunter v Shaman, Rogue, Mage

Paladin, Warlock, Mage v Shaman, Rogue, Hunter

Of course, 6 rounds of traditional 3v3 Arena has the potential to take a considerable amount of time. When players queue up for an activity, we’d prefer it not to require over 30 minutes of their time. The longer the activity goes, the less likely people are to queue for it and the more likely they are to abandon a match in progress. So, there will be some fundamental differences in Solo Shuffle that force the games to end quicker. Naturally, the lack of coordination from premade groups will likely result in faster kills but to help ensure each round resolves in 2-3 minutes, there will also be some rule changes:

  • Unlike regular Arena, the first team to kill an opponent will immediately win the round.

  • Mana regeneration is further restricted, and drinking will work differently (or perhaps not at all.)

  • If a player leaves, the match is resolved as if that player lost every round.

We’re approaching this idea carefully as adding a new format to PvP is a big commitment. Our intent is to implement this idea as a PvP Brawl first, so we can experiment with the format, discover any problems, and receive your feedback. If the format is well-received during the brawl, we can dig into the plan for rating changes, dealing with people abandoning the match, how the ladder will work, and rewards. This article is the first step in that process so please share your thoughts with us in our forums or @WarcraftDevs on Twitter.

—The World of Warcraft Team

It seems good to me, tanks already not allowed. Each 6 games will give rating, if someone leaves they’re treating the remaining game as lost, so they’ll quickly lose mmr and be really low.

I just hope they’ll slap an instant 30min deserter if you leave SoloQ.

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Does this specific part mean rip wod gearing since in wod bis gear did come from regular bgs? And that rating tied tiers of upgrades are here to stay beyond shadowlands?

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If mana regen gets nerfed, it needs to be limited to healers since nerfing dps mana regen would have dramatically different impacts on different specs.

Take enhancement shaman. Enhancement shaman mana regen is nerfed 10% in PvP unlike say ret paladin which has full mana regen. But, on top of that, unlike most classes/specs that only spend mana on certain things, everything enhance does costs mana.

So enhance mana regen is already much worse than most (all?) other DPS classes/specs and a significant enough nerf to mana regen could actually cause enhance to have a negative mana regen rate just from performing the basic dps rotation…

Meanwhile, other hybrids like feral, ret, ww - don’t even really use mana or use it for such limited purposes that it is essentially limitless.

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I rather them address the gearing issue but hey, whatever they can do to keep players on this hamster wheel

abomb in shambles

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They would rather do months of research regarding solo Q than get rid of rated gear.

This company is surely going to go down in history as employing the most nieve and stubborn development team ever.

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well written article

I agree with you, mana for Ret/Feral is only there when you cast Regrowth/Flash of Light so you can only do 4 in a row before being oom.

We’ll have to wait for 9.2 PTR to see how it is

Rated SoloQueue AND faster games from healers actually being able to OOM and not drink? Sounds like I have a reason to play Retail again. Most excited I’ve been for WoW in a verrrrry long time.

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We will have to see how this plays out but it seems they took a lot feedback from the other thread which is really nice.

Will be interest how the fix the problems of a rating system though, the only fix i can think of is having class specific rating, not sure if thats a lot of work though.

This means the whole soloq enterprise lives or dies by healer balance.

Its Healer A vs Healer B with every combination of DPS. That evens out the comp RNG for DPS but not for healers.

If this thing launches with healer balance like it was for the first year of this expansion where MW is an intentional throw and Hpals are king or similarly atrocious balance it will be dead from the beginning.

Blizzard, PLEASE pay more attention to healer balance specifically. I’m excited for soloq but this is the fatal flaw if the healer meta (balance) is left to “evolve naturally”.

Surprisingly, I think this would be the best implementation you can get of a solo queue system in WoW. I especially like the sudden death format of it too. I am gonna have to give this a try when it comes out

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I hope this changes, as it will keep players from using this new and great system!

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This is actually low key hilarious being that he constantly pushed for soloq.

Games would be too long w/tank + healer.

No tanks? I love this already.

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Insane

Arena just about to be revolutionised

Good job

New arena maps also

I actually think this sounds fun in theory.

Bummed there’s no RBG solo queue though.

Only gripe off the bat as far as what’s in writing is I wish there was like a 30-60 second grace period to attempt to score a counter kill to stay in the match before the round ends. The thought of 2 players teetering at single digit percents of a 2v2 I know I can still win, and right as kill shot is coming back up or procs my partner dies and it immediately ends sounds like a bummer.

However I do understand in the heat of a 6 round match set they’d want to avoid certain setups just trying to prolong forever to make someone want to leave being an issue.

Other than that I am pretty cool with what I’ve read.

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With the guarantee of even healers this thing is already better than random bgs

I’ll prob barely play randoms if this thing becomes permanent, which I hope it does brawl or otherwise

Oh, this is interesting.

What’s going on in this paragraph? Will you be able to soloQ to duelist pvp gear or not?