There’s a theory going around that Blizzard intentionally made it harder for healers to gain rating than dps to keep them playing longer to help with dps queue times.
Look hard enough, then you can find people who believe aliens control your thoughts.
Yeah, these people are stupid.
We all know it’s the people at the Bilderberg Meetings who control our thoughts.
Yeah, exactly. It’s like, duh, how could they ever believe aliens take control of people’s thoughts.
Complete fools, I only obey the 5G towers
I don’t think that is true.
It is more about that healers basically only compete with the other healer, not the dps. They are just competing with one player, the dps are competing with 3 players. Probably has to do something with that.
I also think, if they can’t climb that easy, they probably also can’t drop that easily, can they?
Jokes on you, those don’t even work on your phone!
I’d argue healers probably get win rates closer to 50% than DPSers, since one side must always win.
Sometimes one gets 4 while the other gets 2, but getting 5 or 6 while the other gets 1 or 0 would indicate a significant difference between the two healers which is not as often seen as a DPSer getting 5-6 wins.
But keep in mind that the reason the OP even made the thread, is because he wants to make healers look bad so that people will want tank queues back for non-prot palas.
For months, he’s only kept spamming about 2 different desires of his.
- He wants tank queues back for non-prot palas.
- He wants ilvl differences back in the PvP ilvl on gear, and the rank upgrades, exactly the same as in SL.
Worst outcome for Vinzora is if healers starts playing more because Blizzard fixes the balance better, because that’d make him lose any and all support for the tank queues and rank upgrades on PvP ilvl. (Even though he doesn’t have many people who support him on that to begin with.)
So he just keeps trolling with threads like this, trying to make healers quit queuing with this particular thread, while he tries to blame all other problems on the removal of tank queues for non-prot palas and the removal of rank upgrades on PvP ilvl in other threads.
Well, maybe, didn’t pay any further attention to him or his post history. But good thing is, that we won’t get back Tank queue and I also doubt that they will change the gearing system so quick again, as also a lot of people asked for that.
Dragonflight PvP is great so far based on the system, what we are missing is some more balancing, especially into the direction of one shots and overtuned sustained/burst like DH and Assa Rogue have.
I have no idea how to fix the healer problematic as I don’t know exactly what the issue is. What I read out so far is, that they want to feel special and meaningful, but the more depending power you shift over to them, the more the cc comps become overtuned. Not sure what else issues they see, beside Evoker being outperforming everyone else.
Uh no, that isn’t true. A basic skill for any healer is to avoid CC, and if it can’t be avoided then did the healer get caught out of position or was a DPSer supposed to stop the CC there. So on and so forth.
The problem with making healers too strong is that it leads to deep dampening.
related soloq what the topic were about it seems to be that the longer dps sits in que the higher the system starts search healer for him, resulting in these wild scenarios with a 0-500 people with over 2300 healer
the lower can go +80 with simple 1/6 when the rest on higher will mostly only lose rating or gain +0 from 5/6 example, so u see there is no incentive for win as u cannot gain and more annoyingly u lose alot from anything less than 80% win
it has been mentioned pretty much everywhere now since pre patch and soloq launch and every streamer and influencer is making a talk about the random matchmakings were currently experiencing for soloq
Nope, they can lose even harder than Dps players
because match making is super stretched for healers,
so your chances of losing a huge amount of rating and mmr are very high all the time
1 pack of xanax for healers as call of war bonus would be definitly help situation atleast they mental health
what he said
no one without intention of boosting would go play with 1000-2000 rating difference to 2’s or 3s either as u wouldnt climb with this big difference and would only be set to lose more than able gain
that is why u dont play with 1500 healer either if u are sitting on 2300 because u are trying to climb for that 2400 and not lose rating more than need to
if im on 2400mmr like ive seen from screens about soloq from other heals i wouldnt want player from 1k-1.5kmmr there either and right now its happening too often to make it not even worth play the mode
ofc if someone from 1800 example is just playing it not to personally climb but from the simple will to help players from 0cr play the mode even tho they are not willing to roll heal themselves example to play more often… then by all means ofc the que is easy to spam as healer
Well I don’t know if this is intended or not… or what they thought they did.
But it is actually harder to gain rating as a healer for a comparable number of games.
let me explain
say you do your first 50 rounds of solo shuffle as a healer…
your winrate is 85%, you’r doing super good
you can land at around 1,7 - 1,9 k mmr
But hey, the match making algo is going to pair you with Gordon the Gecko healer with his 800 mmr and 1000 cr. No matter what… because the game doesn’t have enough healers even during participation prime time. So you are bound to encounter stretched mmr differences for healers.
In those games, let’s say that little Timmy the dps player forgets to press an important button. You lose instantly.
and as a result, you are going to lose like 50 or 60 points, and your mmr is dead.
You have to do it all over again.
yes
the 50 rounds
all of them
I am actually playing less, much less because of it
Of course it is. When the healer is basically the only one who can keep you alive, all the cc comps have to do is to stun the kill target and cc the healer. What comps do sound like that? Exactly, anything with rogue and Jungle.
And which comps where dominating the past AWCs? I think you get my point.
Yeah, but that makes it even more harder for comps that can’t shine with spam able cc. If all you have to do is to avoid a setup every 60 seconds, while the enemy team only has limited options to cc you, it is a lot more easy!
For good teams, yes. But even here the cc comps have the advantage, as they can save their healers mana and cds by avoiding most damage through cc.
If you really think about it, you will come to the same conclusion as me. If you shift more survivability over to the dps and more damage over to the healer, it might result in the same game length, but control will be less important. Some people call that low skill but as a matter of fact, cc is very unequal distributed. If the devs don’t want to change that, the only other option would be to give all classes more cc.
Not sure if the healers would like it, if they get spam poly by a dk or fury for example.
easyest way to explain it propably is to imagine that r1 heals who been over 2100 have then suddenly drop to 1600 because the system is pairing them with such mmr differences that they are not gaining much or anything for wins and losing ridiculous ammounts for 3/6 for random factors these people do
clearly its not working like it should for heals as people play it to climb not to boost people with 1k-2k rating differences
Just for the record, that’s a myth. That isn’t how the instability factor works in rating deviation, and your rating won or lost is not tied directly to the opposite healer.
It’s your personal MMR and rating, relative to the opposite team’s MMR, that determines it. So each round that opposite team gets swapped a little bit, which affects the MMR.
As for why people are getting matched up with such wild MMR differences, is related to an incompetent job by Blizzard to design it, and they simply copypasted too much from their normal ladder’s system.
People constantly complain about queue times, but nobody ever seems to remember that the matchmaking parameters starts close to your MMR, and then expands ± the longer you spend in the queue.
This makes it so those weird matchups happens more often, which originates from a shortage of healers causing queue times to shoot up for DPSers and makes the matchmaking system prioritize matching people up with too big rating discrepancies.
Overall, it’s having some really insane effects on the rating pool’s overall pace with its inflation and deflation. But that’s because Blizzard messed up the design of it.
I’d love to believe you, but this makes no sense with what we see in practice.
and it certainly feels horrible