1. is already happening for this live eventgersy wrote: ↑Tue Aug 06, 2024 3:04 pm great post and data collection ty for your work
my thoughts on how to "fix" the scenario issue. these are not ordered in importance, just numbered to list.
1. add specific live event SC queue to discordant (i.e. discordant serpent's passage/phoenix gate)
2. fix discordant matchmaking so that each party has at least 1 tank and 1 healer
3. add a ranked style UI where you can see exactly what is queueing for discordant SCs and know what role to log on for a faster queue or fairer matches
4. add new mechanic which grants bonuses for playing the least queued for roles in discordant if there are too few in the pool, small renown or crest bump in exchange for queueing up as a role that is needed in that moment (i.e. there are 8 tanks, 8 dps and 0 healers queued up and under fix #2's specifications a match would not fire, so queueing as a healer to fire a match grants a small bonus)
5. add barriers to all SCs but remove idle hands beyond the first pvp death. ensure that every SC has at least 1 fight at the start but don't force people to go out and feed for no reason, this is really silly and makes people not want to play.
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2. Hell no, very bad suggestion. SC wouldn't pop at all and people are stuck in queue for ages. There is no need for hard requirements, when you have experienced lots of SC wins without tanks or healers. It depends on the player quality as great offense can overcome tanks and heals if enemy healers are taken out quick. Ofc those are pug sc. A good premade will exploit the lack of heals and tanks.
3+4.
The incentive to swap to a needed class type is increased chance of winning, nothing else needed IMO. People have to see class distribution in queue like for ranked sc. This got requested a lot already and should be quite obvious.
For sake of fairness, people should have a fixed (hidden) position in queue, otherwise people are left out, while others get significantly more pops in a given time frame. This killed ranked queue for many. Seeing others of same class being preferred by matchmaking.
5. the opposite would be needed, removal of those barriers for anything but city siege or small sc spawns, where are can get hit from outside. The barriers remove all chances for a weaker team to get momentum back. When half your team dies, the few remaining survivors die too and can't be supported from spawn area in case the superior team does spawn camping. You can't force a premade to pull back my punting critical players into your own guards, in most sc the guards are totally useless too, wondering why they even exist. The latest sc changes with guards and barriers must be made by someone who wants to 100% dominate their opposition with no chance to fight back. Those are quite toxic changes and the opposite to increasing balance. The now extended spawn timers are fine but those where never the issue.
To sum it up: remove barrier everywhere beside city siege and small sc spawns. Add options to teleport to another exit to avoid spawn camping, add responsive guards, cannons, some obstacles as cover.