Please return the queue`s back to normal because you are asking for heal + tank + 3dps for skirmish which is creating 10 minutes wait time and its not possible to farm anymore.
With the change in the last patch, that skirmishes in ALL random queues require 3dps+1tank+1healer it is now almost impossible for dps to queue for the random leveling queue. The other random queues have become far worse too.
I waited more than 1 hour to get into a random leveling queue, before I quit.
Requiring the 3+1+1 setup for the skirmishes in the RANDOM LEVELING QUEUE is a very bad change and nothing is gained from it: - in the two skirmishes in the random levellng queue (Dread Legion, MoH) tanks and healers are not really required. Dps is far more important - there are far more dps in the game than healers/tanks, therefore it was a very good idea to have at least some instances in the random queues without the 3+1+1 requirement. Whenever there is a surplus of dps queuing (practically all the time), all the dps can be put into a skirmish. Now we have to wait for the rare occasion, that a tank or healer is queuing. So you can have 100 dps in line, waiting for tank+healer, then you are at spot 97, waiting for tank+healer, then at position 93, ... you get the dilemma. - under these conditions the random queues totally fail to serve their purpose, namely that players queuing for a specific content are matched AS FAST AS POSSIBLE with players queuing for the random queues.
I understand, that some skirmishes in RIQ cannot be easily completed without tank or healer. But this is actually only Bank Heist (and partially Merchants Prince Folly, where tanks or healers can help a little bit, provided you have very good dps). The reason given for the change to skirmish requirements was the low completion rate of Bank Heist skirmish. The other skirmishes never had this problem. Even Mechants Prince Folly (the second hardest skirmish after Bank Heist) could be completed without too much problems 95% of the time.
It would have sufficed completely, to enforce the 3+1+1 rule to Bank Heist, leaving the other skirmishes as they were, so that they can fulfil their original purpose, namely to bunch any surplus of roles (mostly dps) into an instance (skirmish) with no role requirements.
PLEASE change the skirmishes, except Bank Heist (where the change is appreciated) back to the previous state (no requirements on group composition).
If i have now to wait 1h or more to run a dungeon i will quit this game, sry but dungeons are a good source to farm for stuff/ad or what ever but now to wait always 1 fkn hour no ty
i mean i understand this change for the 3. and 4. que but not for the 1. 2. because the dungeons in this que u can easy do without tank/heal
if that was the intention i mean seriously why not jus move BH to raq an leave riq an rlq ALONE? i mean seriously wit this change goin live on os4 possible (if they dont do smethin else) us ps4 players lookin at prob close to 2hrs wait times for those 2 q's (if that happens i seriously might fork out the 25$ and get bdo an strt that game)
The devs probably should have added a role bonus to RLQ with the role requirement change. RLQ is easy enough that a tank/ heal is not really needed. People can queue as tank/heal and not worry about being a bad tank/heal and just focus on dps (yes tanks and heals can dps)
This issue has been in the game at the start of mod 16 however no one really noticed it. Now you do and its more or less because the que has more dps then it has tanks or heals. This is also part reason why I hardly run a dungeon now. Waiting for a long period of time for a dungeon regardless of the reason where it be AD or shards or just out of being bored is just way to long and boring. I questioned things way before this patch happened and seen the out come. I really dont see them changing it back so either be willing to wait in que or que as a heal or tank other wise well your going to become disappointed
A lot of people are saying "shortage of healers/tanks is the problem". Just wanted to mention that I started a RLQ on my cleric and it still took over 10 minutes to get a RLQ going, during a fairly busy time slot. 10 mins is short compared to some other people's waits, but still much too long to get a RLQ going.
In every game with such a system u will see the same problem because tank/healer is a boring job and if you say "then more player are playing healer and tank" but when i only have fun with a TR what should i do? always wait 2h for a dungeon or leave the game? and this is the problem people who only have fun with some classes have now the HAMSTER
Correct me if I'm wrong but I think the Healers are on strike. No More Healers = No More Group Content. Such a strike can be averted if you would only make our Healing companions competent healers once again.
"Talent is a flame. Genius is a fire." - Sir Bernard Williams
The healers i used popped right away both yesterday and today although had to go through two rounds of waiting 60s because people were afk on the long wait. My tank yesterday I tried 5 minutes and hadn't popped. The wait time it shows is just laughable...ya it might avg 5 minutes but when at least one of those members the time is 0 and the other is still probably less than that time its not accurate at all for dps. But this is always how that is for dps when you queue and it needs tank and healer.
greywyndMember, NW M9 PlaytestPosts: 7,158Arc User
Hopped on my cleric, set mode to "heals", queue popped immediately.
I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
It doesn`t matter if healers are getting faster the queue. DPS is not able to farm anymore. RP farming is nearly impossible w/o instant queue`s. 5k AD = 5hours atm.
admit to the playerbase that the game is now in a state of managed decline.
Why not ask Steven DeAngelo their CEO just wtf is going on with this game and the developers. This is just ridiculous the amount of things broken in the game combined with a serious lack of communication from any of them.
And so. I have spent the day using my Healer-specced Paladin and Warlock and was able to run group content instantly. However, neither my Dps nor Tank characters were able to see any action today. It would appear that players are simply not bothering to play the healing classes completely. I also did not see any other active healers in the past 40-or-so hours while playing.
Once again, I am not trolling. I genuinely loved Neverwinter before the changes made in Mod 16 and I still stand by what I have said before: "Neverwinter was not broken." But it is now. Neverwinter is very broken now. You have made changes to the healing classes that has resulted in what may be the first ever recorded player-strike/boycott of a class/player role in video game history.
Um... (cough)
Congratulations?
"Talent is a flame. Genius is a fire." - Sir Bernard Williams
Players: "It's impossible to do the following skirmishes without a tank & healer!:
Also players: "We don't want to have to wait for a tank & healer for skirmishes!"
#JustSayin'
Well, a more rational solution to the problem would have been to place a selection of easy skirmishes in the Leveling Queue, a selection of easy dungeons in the Intermediate Queue, then keep the raids in the Advanced Queue and the latest hot stuff in the Expert Queue...
#DevsWorkingWithPlayersInsteadOfAgainstThem
And while the content is being scaled from here to the Nine Hells and back, the rewards are still as crappy as ever.
Noticeable changes after this patch: - increased waiting times - more afk players or botters - the runs itself also seem to take more time now
This go's back to what I said in my last statement. This issue is not the issues of the game nor dev team. Its the issues of how we the players play the game. It is no secret that everyone wishes to run a dps type class. That leaves healer and tank spots hard to find. If you que as a heal or tank ya 85 to 90% of the time it will be a instant pop or at least pops in the first 15 mins of wait time. Que as a dps then your sitting there waiting for an hour if not longer. If only more people would run heals and tanks things might change.
This go's back to what I said in my last statement. This issue is not the issues of the game nor dev team. Its the issues of how we the players play the game. [...snip...}
If only more people would run heals and tanks things might change.
Seriously confused statement here.
The dev team has seriously nerfed healing classes, they have seriously messed up the play style of tanks (to the extent that "crouch and hide behind your shield" even is a 'play style'), they screwed up 100% of the queue formation in order to fix the 15% that required changes.
It is well known across the fantasy MMO industry that players favor playing DPS over healers and tanks even when the dev team hasn't screwed those classes up!
Saying it is the players fault for not playing broken or boring classes is bass-ackwards.
Make the classes fun, interesting and balanced to play, people will play them. Slap them with artificial 20% DPS reductions and boring "hide behind your shield" mechanics and then making them required to play is the height of design stupidity.
Not that that's anything new around here, of course.
... If only more people would run heals and tanks things might change.
If only playing a healer or tank would be more fun and rewarding, then more players would play them and things might change.
I mean, what is the first thing a healer or tank get's told to do when he has a problem with a quest? "Switch to a DPS loadout."
My suggestion for tank changes: - give the Barbarian more "raw" HP - give the Fighter a better "shield" to counter/deflect damage - give the Paladin back his temp. HP in short, make playing a tank depending on the class different/unique again. Add something similar to the healers as well, so that players are given a real choice between the classes.
Last but not least, the Devs should separate how abilities/powers work in PvE and PvP clearly, so that a change in one field doesn't fudge up something across the whole game.
Comments
I waited more than 1 hour to get into a random leveling queue, before I quit.
Requiring the 3+1+1 setup for the skirmishes in the RANDOM LEVELING QUEUE is a very bad change and nothing is gained from it:
- in the two skirmishes in the random levellng queue (Dread Legion, MoH) tanks and healers are not really required. Dps is far more important
- there are far more dps in the game than healers/tanks, therefore it was a very good idea to have at least some instances in the random queues without the 3+1+1 requirement. Whenever there is a surplus of dps queuing (practically all the time), all the dps can be put into a skirmish. Now we have to wait for the rare occasion, that a tank or healer is queuing. So you can have 100 dps in line, waiting for tank+healer, then you are at spot 97, waiting for tank+healer, then at position 93, ... you get the dilemma.
- under these conditions the random queues totally fail to serve their purpose, namely that players queuing for a specific content are matched AS FAST AS POSSIBLE with players queuing for the random queues.
I understand, that some skirmishes in RIQ cannot be easily completed without tank or healer. But this is actually only Bank Heist (and partially Merchants Prince Folly, where tanks or healers can help a little bit, provided you have very good dps). The reason given for the change to skirmish requirements was the low completion rate of Bank Heist skirmish. The other skirmishes never had this problem. Even Mechants Prince Folly (the second hardest skirmish after Bank Heist) could be completed without too much problems 95% of the time.
It would have sufficed completely, to enforce the 3+1+1 rule to Bank Heist, leaving the other skirmishes as they were, so that they can fulfil their original purpose, namely to bunch any surplus of roles (mostly dps) into an instance (skirmish) with no role requirements.
PLEASE change the skirmishes, except Bank Heist (where the change is appreciated) back to the previous state (no requirements on group composition).
i mean i understand this change for the 3. and 4. que but not for the 1. 2. because the dungeons in this que u can easy do without tank/heal
I haven't made it into any queue since the update.
Really MORONIC move by someone.
(if that happens i seriously might fork out the 25$ and get bdo an strt that game)
This is also part reason why I hardly run a dungeon now.
Waiting for a long period of time for a dungeon regardless of the reason where it be AD or shards or just out of being bored is just way to long and boring.
I questioned things way before this patch happened and seen the out come.
I really dont see them changing it back so either be willing to wait in que or que as a heal or tank other wise well your going to become disappointed
and sry for my really bad english
Also players: "We don't want to have to wait for a tank & healer for skirmishes!"
#JustSayin'
Once again, I am not trolling. I genuinely loved Neverwinter before the changes made in Mod 16 and I still stand by what I have said before: "Neverwinter was not broken." But it is now. Neverwinter is very broken now. You have made changes to the healing classes that has resulted in what may be the first ever recorded player-strike/boycott of a class/player role in video game history.
Um... (cough)
Congratulations?
#DevsWorkingWithPlayersInsteadOfAgainstThem
And while the content is being scaled from here to the Nine Hells and back, the rewards are still as crappy as ever.
Noticeable changes after this patch:
- increased waiting times
- more afk players or botters
- the runs itself also seem to take more time now
If you que as a heal or tank ya 85 to 90% of the time it will be a instant pop or at least pops in the first 15 mins of wait time.
Que as a dps then your sitting there waiting for an hour if not longer.
If only more people would run heals and tanks things might change.
The dev team has seriously nerfed healing classes, they have seriously messed up the play style of tanks (to the extent that "crouch and hide behind your shield" even is a 'play style'), they screwed up 100% of the queue formation in order to fix the 15% that required changes.
It is well known across the fantasy MMO industry that players favor playing DPS over healers and tanks even when the dev team hasn't screwed those classes up!
Saying it is the players fault for not playing broken or boring classes is bass-ackwards.
Make the classes fun, interesting and balanced to play, people will play them. Slap them with artificial 20% DPS reductions and boring "hide behind your shield" mechanics and then making them required to play is the height of design stupidity.
Not that that's anything new around here, of course.
I mean, what is the first thing a healer or tank get's told to do when he has a problem with a quest?
"Switch to a DPS loadout."
My suggestion for tank changes:
- give the Barbarian more "raw" HP
- give the Fighter a better "shield" to counter/deflect damage
- give the Paladin back his temp. HP
in short, make playing a tank depending on the class different/unique again. Add something similar to the healers as well, so that players are given a real choice between the classes.
Last but not least, the Devs should separate how abilities/powers work in PvE and PvP clearly, so that a change in one field doesn't fudge up something across the whole game.