Either fix the solo shuffle queue as dps - remake it 5vs5 with 1 healer - or remove it from the game.
It’s good for Blizzard’s “engagement metrics”! Investors love seeing those numbers.
Blizzard doesn’t exactly have a good history with fixing queue times. For example, there was a huge difference in queue times all throughout Classic BGs depending on if you played horde or alliance. Blizzard never fixed it, and those queues went for longer than the shuffle queues mind you.
There was also the entire time spent from vanilla to when they made the entire EU server group into one giant battlegroup, where queue times would differ A LOT depending on where you played, and what you played. There were dead battlegroups before that time, although Blizzard kept making the battlegroups larger gradually a little bit at a time until the final removal of all the different battlegroups.
Anyway, point is, Blizzard has a really bad track record when it comes to this stuff. The most recent example is them saying they’d “incentivise healers to queue”, and then all they did was add that loot box.
This is part of why I’ve quit for good, the problems just keeps going for way too long and too much crap that could’ve been prevented with some insight is instead released as content, over and over again. It never changes in its core, there’s just too much corruption in their WoW team’s leadership.
Spot on. They show the retention slide in between then In App purchase and session length slides at investment meetings. Yes we do have 35% less MAU but there’s a 217% increase in WoW tokens. Please see attached out Meta Fotm scheme for S2.
Remove pls
to answer topic, not a single one, and on popular privas of wow youve been able play soloqs for many years now with 2-5min for dps and you play for free ![]()
you also dont suffer random “tunes” that suddenly decides remove one vital part of healing like broccoli from one of the healer specs on a very bursty meta, or the random state of ret that was launched against everything what were given feedback of it from the test realm lol. youre free from all of this aswell play there free of charge
really worth the cost of expansions and subs here on retail once again, well made stuff ![]()
They should add a loot box that has a low chance to drop a random, rare mount. Perhaps even throw a swift spectral tiger in there.
Maybe even some healer-style transmog sets?
Though that’ll probably make the PvE crowd really really angry!
It’s better to solve it at its root and make the healer role more enjoyable. The most shared complaint I’ve seen since the start, even since the SL unofficial beta on live realms, has been that “healers can’t carry”. While that isn’t an absolute and there are some points where a healer can be that point of difference making it into a win, it’s certainly not a common occurrence at least.
And we all know any good solo queue game of any genre, makes it possible for star players to shine no matter what role they play. And yet, even star players, the ones with insane experience, have been suffering in shuffle as healers and taken them more games than it should for them to climb. Some have even been saying they’ve been stuck for an insanely long time at low rating because it’s too random which side wins since they can’t carry it themselves. The game doesn’t let them.
So to fix it at its root, to make healers more popular, they’d need to be redesigned into something that fits a solo queue. Conceptually speaking, hybrid designs such as fistweaving and melee wings and so on tends to do better at that, since it’s less reliant on complicated teamwork that isn’t really happening in shuffle, and gives the healer more chances to be carrying. Which is what a solo queue should let people do, right?
So what if all healers could do damage and heal at the same time, since that seems to be what fits better in a solo queue setting? Healing would definitely become more popular and be a big step towards solving the healer shortage problem and queue time issues. Which is the goal, no?
For the record, number tuning is a different issue. For now, this is just about how to conceptually fix the healer role to better fit a solo queue deathmatch.
I honestly think it’s not about redesigning healing to make it more “enjoyable” as Healers are already different and quite versatile. I think what is rubbing people up the wrong way is that a Healer MUST at the very least go 3/3 with the other healer to just maintain rating which given how random solo shuffle actually is (as Beware has said) makes even that hard.
Even Gladiator players are taking 10 times more games to climb the ladder as a healer than they are as a DPS cause of how the rating is being supplied as a healer. That is turning ALOT of healers away from solo shuffle, if they sort that imbalance out the healers will actually play it.
I only play till I get my 3/3 then don’t touch it again for the week purely cause of that single frustration.
They can’t change that. A ladder can’t be a ladder if common statistics sends too many to the top. In other words, they can’t make healers climb with average results without making the lower ratings into empty deserts.
Hence, why skill has to be what makes people climb. But skill isn’t making healers climb as it should in shuffle, because healers, as a role, can’t carry that much. Which is why the design needs to change, to let healers carry.
I got 2-3 hours at evenings to play something, I gave up healing as that was just stress not fun gaming, as dps now I get into 2-4 SS per evening.
Somehow feels like it’s not worth it, I even between ques do some pointless stuff, farming some renown for farmer looking tmogs ect I enjoy arenas, but feels a bit overpriced for few games per evening. PVE ain’t my cup of tea.
if you wanna make healing nicer in solo shuffle remove the insta dampening
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