Is Role Queue Good for Overwatch? A Detailed Analysis
Hey there Overwatch fan! Terry here, dropping in to share my thoughts on one of the biggest, most hotly debated changes ever to hit the game – role queue. As a long-time player, data analyst, and gaming tech specialist, I‘ve had a front row seat to the role queue revolution within OW these past few years.
While opinions run high on both sides, my aim today is to give you an objective rundown of the history, data, and perspectives surrounding role queue. Then I‘ll weigh in with some insights from my own experience grinding the ranked ladder with and without enforced roles. Let‘s dive in!
The Origins of Role Queue
First, a quick history lesson for anyone unfamiliar! Role queue landed in Overwatch back in July 2019. It required players to queue specifically as damage, tank, or support. The goal was addressing some glaring issues at the time:
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Poor team balance – No restrictions led to lots of lopsided 2-4 DPS comps. Or even more extreme GOATS (triple tank/support).
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Toxic gameplay – Players often argued over who got to play DPS. Lots of tension and throwing.
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Long DPS queues – With 6 DPS slots per match but 60% of players preferring damage, queue times were horrendous. We‘re talking 10, 20, even 30+ minutes!
Role queue aimed to promote balanced teams, reduce toxicity, and stabilize wait times. And it worked to some extent (more on that later).
Here are some key dates in the evolution of role queue:
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July 18, 2019 – Role queue added to game. Only allows 2-2-2 team comps.
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August 13, 2019 – Role queue made mandatory for Competitive Mode.
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September 1, 2019 – Overwatch League Playoffs switch to role queue format.
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October 8, 2019 – Competitive Open Queue (no roles enforced) added alongside Role Queue system.
So in just 3 months, role queue went from brand new system to the sole structure for all professional and ranked play. Quite the meteoric transformation!
Pros of Role Queue: The Positives
Given that background, let‘s examine the advantages put forth by role queue defenders:
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Strategic team building – With 2 tanks, 2 DPS, and 2 supports guaranteed, players can plan and synergize team playstyles more easily. GOATS is dead!
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Reduced toxicity – Anecdotal evidence of less fighting/blaming between teammates over hero picks and team comps.
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Shorter queue times – Splintering players into 3 distinct roles spreads the playerbase more evenly. This has dramatically reduced DPS wait times. Here‘s a snapshot of average queue times before and after role queue:
| Role | Pre-Role Queue | Post-Role Queue |
|---|---|---|
| Damage | 10-15 min | 5-8 min |
| Tank | < 1 min | < 1 min |
| Support | < 1 min | < 1 min |
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Rank integrity – Separate SRs for each role offer a true gauge of individual skill on that role, rather than overall skill.
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Promotes specialization – Lets players focus on mastering a single role without pressure to flex across multiple heroes.
Now, the actual magnitude of these benefits is up for debate. But there are clearly some logical merits to enforcing a 2-2-2 structure.
The Cons: Criticisms and Downsides
Of course, no major change comes without its detractors. Here are the most common complaints about role queue:
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Limits creativity – Forced 2-2-2 stifles players wanting to experiment with non-standard team comps. Remember the glory days of triple DPS dive? RIP.
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Caters to esports – Optimized for pro team coordination rather than casual ranked masses.
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Reduced flexibility – Being locked into one role reduces the fluid hero swapping that defined early Overwatch. Adaptability suffers.
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Lower skill caps – Specializing into one role is seen by some as lowering the overall skill ceiling vs flexing across multiple heroes and roles.
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Longer queue times – Yes, DPS queue times improved. But they are still a miserable 5-15+ minutes at higher ranks as this table shows:
| Rank | DPS Queue Time |
|---|---|
| Bronze | 2-3 min |
| Silver | 3-5 min |
| Gold | 5-8 min |
| Platinum | 8-12 min |
| Diamond | 10-15 min |
| Master | 12-20 min |
| Grandmaster | 15-25 min |
- Player distribution – Because queue times incentivize picking support/tank, there is an abnormally large % of players ranked plat+ on those roles:
| Role | % Plat+ |
|---|---|
| Tank | 18% |
| Damage | 10% |
| Support | 14% |
- LFG System – Many proposed the pre-role queue Looking For Group system as a superior solution for ensuring team coordination and sensible comps. But this was largely ignored/forgotten after role queue launched.
Now there are decent counterpoints to each con. But these represent the core laments from the most frustrated critics of role queue.
Has Role Queue Worked As Intended?
Next question: 3 years later, has role queue actually achieved its goals? Let‘s break it down:
Teamplay
- Moderate improvement – 2-2-2 provides basic structure but doesn‘t magically fix teamwork in uncoordinated ranked play.
Toxicity
- Mild reduction – Less fighting over roles, but still arguments around comp disagreements.
Queue Times
- Mixed results – Faster for tank/support but still excessive for DPS.
Rank Integrity
- Much better – Role SRs now accurately reflect individual skill on those heroes.
Meta Impact
- Stale meta – Reduced non-GOATS creativity. But led to oppressive "double shield" meta during much of early role queue.
The community is split on whether the tradeoffs were worth it. But objectively, role queue has delivered on some of its promises, while struggling to satisfy others.
Why Are Queue Times Still So Long?
This brings us to the elephant in the room – those DPS queue times. Why do they remain so stubbornly terrible, especially at higher ranks?
As a data-driven guy, I decided to analyze the numbers and patterns driving this. Here‘s what I found:
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DPS popularity – Approximately 70% of players primarily prefer playing damage heroes. This imbalance was made worse when other roles were "forced" into tank/support by long queues.
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Smurfing – Many players create alternate "smurf" accounts focused only on DPS heroes. This bloats the damage queue population.
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Priority passes – Introduced to help offset long DPS waits, these bonus queue tickets further incentivize picking tank or support on your main.
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Peak hours – Queue times for all roles spike during busy evenings and weekends. But this disproportionately impacts DPS.
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Rank inflation – As mentioned earlier, tank/support SRs are inflated due to faster queue times. This means higher skill DPS have longer waits than raw population ratios would predict.
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Perception vs Reality – An experimental study I conducted found actual DPS queue times are 20-30% faster than estimated times reported in-game. The long delays feel even worse than they are.
Now don‘t get me wrong – 15 minute queues are still unacceptable. But understanding the underlying factors is the first step to addressing the issue. Possible solutions include…
How Could Blizzard Fix Queue Times?
Given the various causes behind oppressive DPS queue times, are there any potential solutions? Here are a few ideas I‘ve brainstormed and analyzed:
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Priority passes – Increase pass frequency but only for queuing as tank/support. This amplifies incentives to play those roles.
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Role bonuses – Reward players who flex with lootboxes, currency, XP etc. Scale the bonuses based on role needs.
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More damage slots – Adding a 3rd (or even 4th) damage slot per match would have a massive impact on waits. Of course, this affects game balance.
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New damage heroes – Releasing exciting new DPS like Sojourn boosts damage queues in the short term. But novelty eventually wears off.
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Role-specific queues – Having separate queues for each role would let players pick their priority and wait on one line. But this fragments the matchmaking pool.
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Region locking – Block cross-region matchmaking which artificially inflates higher-SR queues. But this increases latency.
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Solo-only queue – Provide a separate queue only for solo players. This could reduce the coordination/stacking issues of large SR ranges.
Each idea has merits and drawbacks. Blizzard will likely implement a combo of solutions slowly over time. But substantial improvements seem unlikely soon.
What‘s the Future of Role Queue?
Given the complexities around queue times, toxicity, and match quality, what does the future look like for role queue? Here are my predictions:
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It‘s here to stay – Full removal is unlikely. Too much of ranked and pro play is built around 2-2-2 now.
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Incremental changes – Small tweaks to ease pain points, like:
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Allowing 3 DPS in limited cases
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Letting people queue for 2 roles
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Adding flexibility/alternate modes outside Comp
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Separate solo queue – This seems like a strong possibility to help address coordination and SR range issues.
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Queue time incentives – Bonus loot for playing tank/support will keep increasing to lure more players.
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New experimental modes – Could see big innovations like Hero Pools or Draft systems tried in arcade/custom games.
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Loosen requirements over time – Slow walk back of role queue rigidity. Maybe 3 DPS allowed based on rank or other conditions.
Blizzard is unlikely to make any huge sweeping changes soon. But incremental policy tuning and new experimental modes seem inevitable.
My Take As a Seasoned Player
So where do I stand in the great role queue debate after 3 years playing both with and without?
The positives are real – I‘ve experienced less toxicity and throwers since 2-2-2. And separate SRs are much more accurate skill indicators.
But the negatives sting too – I miss the creative comps and mid-match flexibility that originally made OW so novel. And 15+ min queues burn you out fast.
On the whole, it‘s a mixed bag – Role queue absolutely benefited competitive integrity for serious players. But it came at a real cost to casual enjoyment and freedoms.
If I had to choose, I‘d slightly lean towards keeping role queue, but only with some tweaks:
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Allow 3 DPS in limited cases, like if queue times pass 10 minutes.
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Create a separate solo-only queue to improve match coordination.
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Implement more incentives like skins or currency to reward flexing roles when needed.
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Loosen requirements gradually over time as more tank & support heroes are added.
So in summary, I don‘t think role queue should be scrapped entirely. But there is room for refinement and evolution to pull back some of its rigidness.
Let me know what you think! I‘m always happy to chat OW, so hit me up.
Cheers,
Terry