Mystery Heroes was awesome. You had to flex, you had to be creative in your strategies, and overall it was ironically one of the least random game modes. I can say that with full confidence as someone who had a 70% win rate with 300h in it. And I’m not talking about the inflated stat that showed in the statistics back in the day (that was between 70% and 80% depending on the hero), I’m talking about the actual tracked win rate.
I’m saying this not as a weird flex but in order to emphasize two things:
a) I know my way around this game mode.
b) It wasn’t random, but very much skill based.
Now, it’s just a coin flip. What did they change? Well, it isn’t too obvious, but instead of an equal distribution among all heroes, it’s now weighted to yield more tanks and supports. This means that more often than before, you get the killer-combos, the only truly hard to beat cases of either two copies of the same off-tank (think about how they synergize with themselves) or stuff like double-Mercy. In return, dislodging the lynchpin of a strong comp is getting more and more impossible, because it became much more likely that said lynchpin is replaced by something filling the same role.
The sad part is that people don’t seem to notice. It was never in the patch notes, and to people who don’t pay that much mind, it can slip under the radar, but it’s certainly there, and it’s turning a game mode of finesse into pure luck. After a few games that were as before quite heavy with tanks and supports, I carefully tracked the chosen heroes throughout an entire match, and while I maybe missed a bit (cause I still played^^), the total amount of tanks+supports always was between 6 and 11. With an equal distribution, you’d expect the number to hover around 6 (below 6 to be precise), so probably between 3 and 9, and while you could make the argument that tanks are harder to kill so they are more likely to stick around, the opposite is true about supports who are most commonly targeted.
And I know that one game is no proof, but when people pay attention and remove confirmation bias from the equation, it’ll become obvious.
Also, this is not about my personal win rate, I don’t care about that as much. Sure, it was nice to get my 9 arcade wins for a week in 11-14 games, but what bothers me most is that a game mode, where a skilled (in that narrow aspect at least) inidivual could have a disproportionate impact on their win rate has turned into one where it doesn’t really matter what you do anymore, because comp is now for the first time the most deciding factor.