The opportunity to ignore certain scenes is welcome. Personally, I really don't like Twisting Tower. I wouldn't want to be forced into it. *Here, everyone can imagine a scene they don't like playing, but they will be forced into it.*Not just a matchmaking, the good configured matchmaking,covering the largest number of possible scenarios and settings. Moreover, this should be a matchmaking of priorities - a system that will prioritize a premade over another premade, with extra settings, like if you lose 2-3 times in a row against the same premade - your group will parried with another premade(premades can be weak for one reason or another as i said) -> u lose against this another premade -> next premade -> no more premades - here is pugs with max possible balance setup at the moment-> lose again -> sorry -> cicle. Same for the not full partys and for solos. Matchmaking aims to create the most balanced battles possible, and does not simply separate/stop the scenario queue. It simply takes what is there, analyzes it - and launches a scenario that is as close as possible in strength to each other by the parties at a given moment in time. Personally, I'm willing to wait an extra 2-4 minutes for system analysis and then go to the sc. Technically it may be difficult, but perfect, because flexible and the scenarios should not stop while there are players in the queue.
To see this in full force, it is not enough to just make matchmaking, you need expansion into scenarios. First of all, these are reward systems. Then others mechanics like barriers(personally i think it need to be reworked to the point of being removed from some scenarios).
I also think that melee/ranged DPS parameters should be taken into account - if you force 2x2x2 where there is ranged DPS or even two ranged DPS, this party will simply not have enough damage. 1 3 2 Layouts with ranged DPS should also be added to the matchmaker's "aspirations."
As already noted, matchmaking isn't the only thing that needs to happen to scenes—without a significant "carrot," matchmaking likely won't have the desired effect.
Regarding barriers, for me personally, it's more a question of class balance (not all classes are capable of adequately countering others in certain scene designs) than a premade/party/half-party/pug/who knows what else conflict—that's something of a risk in a PvP game. In short, if each class can provide a more or less significant counter in the scene conditions (which I highly doubt), then barriers can be left in place, good matchmaker will make it much better. Otherwise, barriers are more detrimental.
Good changes with reservations.
Good changes to additionally reward players with missing archetypes. Although, in my opinion, they're not enough.
A good idea with a window displaying people in the queue by archetype, similar to the window for signing up for ranked matches—I think that's one of the most important QoLs.



