Penalty concept for balancing ranked, goats and more

Hi there.
First off, I just want to make clear that the following is just me playing around with some ideas and concepts I would like to discuss, not presenting a perfect system. Please provide your input. c:

It is my understanding that some of the worst problems we have to deal with in Overwatch right now are how unorganized the competitive mode is and, at least at higher levels of play, the goats-comp (in short, 3 tanks and 3 healers) and its variants being too strong. One proposed solution that has gained lots of traction is the all famous role queue. The problem with a completely locked role queue is that it would kill off lots of diverse and unique strategies, such as goats and other compositions entirely. I for that very reason don’t like the idea of a role queue.

So then, the little concept I have cooked up is a penalty system, that punishes compositions that don’t follow the standard 2-2-2 format, without killing them entirely. It would work a little something like so: For each additional character selected in a role outside of the standard two, each member of the team loses 25 max hp. In the case of goats, that would mean all team members have 50 less max hp, 25 of which comes from the third tank, and the other 25 from the third healer. If say your team plays five dps characters, all team members would loose 75 of their max hp.

I think a system along the lines of this concept would discourage people from playing crazy compositions without considering the teams needs, and also take some of the power, sustain- and reliability out of the goats-comp without making tanks worthless in lower ranks, which could be the case if you were to for example just buff the heck out of reaper or bastion even more.

Obviously, the system wouldn’t have to work exactly like this, it could for example punish only the role that has more than 2 selected characters instead of the entire team, or maybe even give completely different punishments. Maybe each additional healer reduces everyone’s healing by say 20%.

There are already warnings on the selection screen for having too many dps, only one tank, etc, and I don’t think it would be such a bad idea to back those warnings up with some actual consequences.

Please let me know what some of you think. c:
Bah!

Don’t like it, sounds ridiculous and wouldn’t work.

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I generally despise the idea of restricting the freedom of team composition by any means. Sure, it might increase the quality of games but it makes them stale because you can’t get creative that much.

Instead of changing the system, people should understand that they can remedy their experience by just…

Never expect a perfect game with random strangers.

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Ok you are using this gif in every post Lmaaao

I hate goats, but this is worse

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I actually agree, I just really don’t want role queue. And thus I thought I would try to come up with any form of alternative. Rather stung with a needle than a spear xD

Sometimes 222 doesnt even work… We were 222 and didnt get through, then we went 114 and we smashed them :confused: so no, this idea is not going to work, maybe als a second mode, but Not for The only comp mode. (altghoug i like your creativity :slight_smile: )

Much as I enjoy FBD, his gifs annoy me.^^

Blizz wants people to be creative - soft-forcing 2-2-2 isn’t creative and yields similar results as a role queue. Besides, say you got 1-1-4: which of the DPS should swap? It’s always a game of chicken with the tank and the healer obviously starting to despise the DPS players even more than they already do.

The best solution would be to make tank/supp play more rewarding. Endorsements are one approach, but many people don’t care about it. Another would be positive feedback for protecting people from death by shielding/healing. The real crux lies with the heroes themselves though. Blizz addressed the issue with Hammond, but the community didn’t respond to that. Hammond is the ultimate high-skill-hero, very much in the vein of D.Va who is very hard to master, because of the weird cooldown management (here D.Va is harder, D-Matrix is the most missused skill in the game) and reliance of movement (here Hammond is harder, because tether). Instead of all the “skill heroes ftw” criers loving him though, they instead jumped onto Hanzo and now new McCree, pretending that only aiming is skill and that Hanzo and McRC actually require aiming.

1 Like