I've had a ton of matches recently where my team consisted of a really horrible class combination. Like 2 destroyers, 4 artilleries, 2 corvettes... aaand exactly zero tanks and healers. As if it weren't enough that squads ruin half the matches, the other half is ruined by bad class combinations.
I think the root cause here is that people want to level certain ships, either for fun or (in case of new players) to unlock OBs. You could argue that "oh if you're stupid enough to not pick a healer when you see your team has none, you deserve to lose", but no, that's not a valid point. I have "sacrificed" myself more times than I can count already, which lead me to have both a Koschei and an Aion, and to have them as my most advanced T4 (as in most modules unlocked) ships, even though that was never my intent.
Meanwhile I still don't have certain OBs that I want, simply because I skipped playing the ships that lead to them, for the benefit of my team. About a week ago I've decided my charity ends now, and since then I refuse to fill important roles that are lacking in my team, and focus on leveling whatever I want. This lead to a plethora of horrible matches.
So we currently have 2 reasons that lead to roflstomp style matches: bad MM (bad squad balance), and a restrictive progression system that leads to bad team setups. Combine these with the low population and you soon end up with more bad matches than good ones, which obviously leads to players leaving the game.
So how do we get around this issue? I'm open to any ideas you have, here are 2 of mine:
- We could select a ship before joining MM. This way you're locked to a single ship per match (you could still have loadout A and B ), however MM will know exactly what class/role are you going to play, and it also sees your tier. This way it would have A LOT easier job at balancing teams, so you'd never be without a tank or a healer, and you'd never face a team of T4 ships with T3 ones. I rarely see people switching ships during a match, so the benefits here could easily outweigh the downside of a locked ship.
- We could get rid of Ship XP forever, period. All XP would be Free XP, thus no matter which ship you play, you could still advance the one you intend to. Therefore you could make the "sacrifice" of playing a healer at the times you didn't want to, and still unlock modules on your destroyer.
What 'yall think?