I’ve had three healers throw matches or leave mid way three times so far this week because the game doesn’t go their way.
Healers finally snapped? What’s going on?
I’ve had three healers throw matches or leave mid way three times so far this week because the game doesn’t go their way.
Healers finally snapped? What’s going on?
If you’re in a lobby that stinks as a healer might as well dip (no queue) and hop on an alt.
Yeah but why does it seem like it’s rampant recently
At this point, if a healer ditches a match, I’m more inclined to pat them on the back and agree that the lobby was trash. Every lobby is garbage to heal.
First, this… ![]()
Second, I think it’s that healers get almost nothing for losing, so why stay around? Regardless, they get instant queues, so better to just go do something else. The game really needs to be weighted more for participation, rather than outright winning.
To add to that, there isn’t much punishment for leaving, but the problem is… they reallllly can’t punish players any more or players would just stop playing altogether. You know? What, you going to start banning healers? lol
It’s a tough problem.
The only healers still doing shuffle, bless their heart, are either financially incentivized (streamers) or absolutely on the edge emotionally. So, it makes sense that they’re snapping.
Because healers are the biggest ones that want everyone to handhold them and give them everything for free
Agree on rewarding participation 100%.
To expand on the idea of moving past winning/losing to determine rewards, I would like to explore performance-based rewards, so that a round that goes into deep dampening rewards the healers more for the work they put in to keep the match going for so long. Not sure exactly what the metrics would be to measure and base rewards from, but I think it could be a good feeling to have steady feedback as you play a match to give you little bonuses for playing your role.
As a comparison that could maybe provide a little inspiration, we could look at a game like Dead By Daylight, where the outcome of the match doesn’t entirely dictate your awarded points at the end, but rather, every meaningful action taken during the match will give you an immediate points reward. As you play, you see little reward messages on the side of the screen every time you do something that helps progress you towards victory.
I find that even when I lose in that game, I can still feel pretty satisfied when I felt I did a lot of work during the round, and my point value at the end reflects that. Perhaps WoW pvp might benefit from a similar approach. If healers felt adequately and frequently rewarded for their efforts, a losing streak might not be as brutally unsatisfying.
1000g a lobby complete on healer with >=1 win.
I wouldn’t leave again.
Yea, I’m hesitant on that, though I think it’s a good idea to explore. Purely looking at output does’t really mean much. A healer can pump all day and stay in the middle of the map and lose. A healer can also be really good with mitigating damage and avoiding CC, both of which wouldn’t track well.
What you might be able todo is judge based off actions/input and uptime, but that could be tough.
My concern stems from the fact that any system could be abused. Like in the past when we had the “Crowd Choose You” buff that blood dks were exploiting in 2s. Whoever had the highest health throughout the game was given an auto win buff. Not the same by any means, but any system that can be abused will be.
NOT that the reward is so great that players would abuse it much, but who knows.
For sure. Maybe there are other metrics healers can be measured on and ‘judged’ by. Like… a separate ladder for total output or total CC dispelled AND just make it fun.
I’m sure they could think of something.
To that, they need to add more tools to the default UI to help players work with healers. Warning messages that you’re LOS, your healer is CC’ed, etc. Maybe even going so far as adding in a DBM style tool that taught players. Would be pretty simple to design. Have it work up to a certain rating then shut off.
Abuse potential should absolutely be considered. Fortunately, I think a rewards system like this could have some checks and balances implemented to prevent abuse. What DbD does is it establishes 4 scoring categories that reward points, and each category has a maximum point limit that can be reached in a single match. I assume this is to curb “farming” points instead of playing as intended.
If WoW were to implement a similar system, perhaps we’d have categories like “Damage/Healing” (Role-based metric), “Teamwork” (Cleanses/Buffs on allies),
“Tactics” (Soft/hard CC, incoming damage mitigated via defensives), “Objective” (Flag pickup/return/capture, node capture, ball handling, etc), or however they might want to slice it. Doesn’t have to be 4 categories, or even any categories.
It’d just be nice to respect all the different meaningful actions that can take place in PvP and reward accordingly, placing reasonable limits per match to curb abuse.
As for the accessibility, that is indeed a major issue that needs some design love. I’d love to see a kind of “training wheels” system that would trach newcomers what they should be trying to do and what they should pay attention to, like you described.
That’s not possible. All healers are 100% good boys.
I prefer committing queue time terrorism by queuing and never taking it 50 times
This is how healers maintain order
Think it’s at that point where a lot of healers are just really frustrated with shuffle.
Between mmr/rating gains being awful, toxic dps, and punishing gameplay there’s no wonder why.
Honestly it’s gotten to the point if any dps start talking trash I either just leave and let them jump back in 30+ min que or throw their rounds. Healers have the advantage here. I’ll take the cr loss and just jump right back in a new lobby.
They just go on the KoS list and never get any heals from me again, wherever they pop up.
maybe you scared them
Trust me it pisses off the other healer more than the dps.
I made a post about this few days ago too.
We aint baby sitting training dummies in rankeds pal. Rather get out
It’s literally at the point where if you are 3-0 in shuffle as a healer you are stressing about the other healer quitting round 4 (75% of the time they do). The punishment of 15 minutes deserter and 150cr isn’t severe enough to stop spiteful rage quits. They quit because they know it screws over everyone else in the lobby.
Example:
If the game played out and you go 6-0 against the enemy healer, they will only lose 66 rating. You would gain about the same.
When they quit on round 4, you only get like 6 points coz Blizzard doesn’t scale the rounds linearly. Once people knew this, they started to quit more because of spite. They get a kick out of knowing they just robbed 5 people in the lobby of 80% of their MMR gains.
you’ve obviously never healed before