Simple question:
Do you people play random queues for fun or for RAD?
I was posting in another thread on lack of player experience and realised that actually, I just play them for RAD. LOMM offered some challenge the first time that our guild ran through it and tried to work out how to overcome the encounters, but that's been the only dungeon for a while that offered that to me.
(I'm just under the ilvl for TOMM and our guild doesn't yet have 10 people ready).
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on occasion I would run random que for fun. I don't think it's funny anymore. the difficulty levels/scaling seem off again. did a demo and it was way too serious. I have no interest in playing those dungeons at original time and difficulty for their original rewards. the ad sure isn't worth it. If i'm gonna run harder stuff I want the actual pay out. I'll que up codg t9 lomm because the rewards are worth the time spent. in all honesty it's really ruining the game for me.
they really need to ditch scaling. I really dislike all progress being wiped out. I've put millions into my toon. I should ALWAYS be able to feel that power. but I don't. it doesn't feel good. it doesn't feel rewarding. and so many things in this game the reward just isn't equal to the effort. and rewards DO matter in this game. so does time spent. time is real. I'm not gonna bust a corpuscle doing 4 year old content for nothing. it should be a cake walk for my current toon with any low level random I choose to run with. (and yes you can still probably steam roll with an end game group but you've got rocks in your noggin if you think i'm going to spend the time rounding up an end game try hard group for four year old content. I run with the noobs because it's relaxing. or I used to.
I'm not even talking difficult with multiple wipes like the current cta. i'm just talking it takes for FREAKING ever to kill anything. how is that fun? who thought that was a good time. gee guys I really love this game but you know what? mobs should really take five minutes to kill. my trigger finger is feeling weak. it needs exercise. yeah I really want a five minute que to take 15 or 20 for the same HAMSTER five year old rewards. cause that's FUN. gee yeah..
on the bright side though.. I did about 20 codgs this weekend. not a single fail.. did they tone down pp a little? I haven't seen it so farmable since mod 16 hit
All group content currently, excluding ToMM which i am not sufficiently geared for in my eyes, is pretty much only a way for me to farm AD, fun is not even a consideration when picking what content i will do for the day. After only 5 months of progress on this account i am already over gearing everything on 3 characters to the point where there is zero challenge a.k.a fun to be had unless i am dealing with bugs or heavy lag ( looking at you Idris ).
Focusing on *just having fun*, whatever that means, is why you still see people whine and scream that the sky is falling because they have played for sometimes years yet still can't reliably complete Tiamat or ToNG because the game is too hard or something.
totally capable of all end game content. But I don't want to spend a bunch of time hacking at stuff I did years ago. it's supposed to be easy now. the progression of my toon has been totally WIPED. I'm not ok with that. I don't find it fun. I over built my toons because I enjoy lolrofllolnoobstomplol. it IS fun. I enjoyed being a god to those new people who were like wowwwww..
that feels good. they get carried and get stuff they probably couldn't have done without me or someone like me. I get stuff too and a little hero worship and it's just win win. now there are possibly instances that due to scaling they're actually more powerful than I am. in a cta one of my noob toons seemed to have better stats than one of my end game toons..
taking a end game toon and making him go pew pew pew honestly infuriates morbo.
If it is whining, if I state, that I cant solo trails and at least half of the random players dont contribute, I am whining. It is a sad fact, that solo or duo runs of some dungeons are faster then RQ runs, bc you dont waste half of your time waiting for AFK players.
As it is, rq runs without a premade group is sometimes fun and a pain in the ... most of the times.
Randoms with... randoms: The main reason I used to say I was allergic to random queues.
I've found I enjoy running the random queue simply for getting set somewhere I haven't run in several mods. Other night guild group landed in ToNG and we had a great time chatting about 'the good ole days'.
Cleric: You can be an angel of mercy or give in to hate. - Shinedown
Wizard: The more the dark consumes me, I pretend I'm burning bright. - Shinedown
Barbarian: Am I beautiful... as I tear you to pieces? - In This Moment
The LoMM queue is mostly dead now ever since REQ was removed. While it seemed a bit silly to have a RQ with only one dungeon, the RQ reward did encouraged the well geared to run it once a day even if they did not need seals. Last night I queued my Rogue and went to clean the house. Nearly an hour and a half later and I was done cleaning, still in queue. I switched to my Paladin tank and still had to wait. I called it a night. For the past week, I did only one LoMM run. I used to do it almost every night.
Believer in SMASH
Fairplay,no bots , no bugs, and play well
https://www.youtube.com/channel/UCnN0Yofs-Scv1nd8U_bSYLA/featured
I mean, i could understand increasing the difficulty for better and with the player level consistent rewards, but the overall rewards have been nerfed as well, and while i sometimes even did use Legedary Dragon Keys on a reward chest when i ran out of campaign keys, there's no point in doing that anymore now.
And i'm still wondering why any company or Dev would think, that i would give another game from them a chance, when they run their current game straight into the ground with decisions like these...
I understand it, I do, but particularly in leveling dungeons when the “New Player” message pops up, if a person can’t take a couple of extra minutes to ensure that new players has an entertaining and edifying experience as well as the benefit of an AD reward at the end – I’m to the point of believing those kinds of players shouldn’t even be allowed to queue for lower leveling dungeons because we take the chance of turning a new or newish players opinion against the game all due to a few player's singlemindedness and lack of consideration for new players.
Neverwinter will not continue to prosper without new players, but that’s just my 2¢.
That beeing said, it amazes me how easy all the dungeons have become.
So I guess you could say I run them for fun and the rAD is secondary.
I refuse to run randoms solo anymore though. The days of my tank being top DPS in a dungeon are behind me. Way too much frustration to get through an entire T9G, just to have to leave at the last boss because none of the DPS can kill a soul...even if all 3 of them are trying to take out the same soul...and still failing. And that's the reason why some older content now has more doors/gates added to them. To slow down runs and force people to wait.
Fist I asked my teammates, why they dont join the group. Is there a problem? A few minutes later I wrote, plz try to concentrate for a few minutes, to finish this run. After waiting a few minutes at the first boss, to begin the fight, I asked, why they joined the que, if they are occupied otherwise.
Language could not have been the problem, bc I wrote to some players in their native language, when they did not respond to english posts.
After I died in the bossfight and the two surviving players tried to dps him down I went for a smoke and told the other players so. Dont get me wrong. This is rude behavior, I know. But if you dont regard your teammates, why should they do otherwise.
BTW, I left the group, after the next player disconnected and another player left the group. A 20+ min TONG run ended at the first boss. As it is, 2 or 3 decent players can finish the dungeon in less time.
Anyways...when I ran them, it was mostly solo pugging for rAD with the occasional run with friends & guildies (70%/30%). That was all before mod 17.
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Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
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Ta'el, Lvl 60, Rom Tac
1st - Unlike Fireside, I don't think scaling is way off.. it just needs small adjustments. Like Fireside, I am very discouraged by getting (about 25% of the time) thrown into failing trials where i am replacing the abandoning players. Other times(25%), I barely carry a team of lowly performing players, using everything i got + consumables to barely beat the buzzer for them. It should be a team effort.
2nd - Unlike fireside, I love the scaling, but I think players with higher IL than the mission should retain some stats or receive an edge for their service and dedication. Making everyone the same is a morale killer. Many players have become reluctant to spend time & dollars to improve their characters just for two end dungeons.. one with rewards they can purchase on auction, the other they can't even access without being elite.
3rd - I absolutely agree with Fireside that lower tier dungeons (using scaling) must find a way to reward advanced characters. My suggestion is this: characters receive an AD bonus multiplier when their true IL exceeds the dungeon IL, equal to that ratio: So.... if your characters true IL is 150% of the dungeon IL, you are awarded 150% of the AD from the end of the dungeon (not from the random queue) Only bad thing is most end-gamers cant convert any more raw AD.. they are maxxed. This brings me to my next suggestion....
Install a new vendor in PE that sells a small selection of stuff for raw Astral Diamonds.
10,000 rAD Cube of Augmentation (bound to account)
15,000 rAD Companion Token (bound to account)
20,000 rAD Preservation Ward (bound to account)
These, three are useful to anyone. Only the Preservation wards could be converted to profit if used to sell upgraded items, which is the reason their price is set high.
But: After the latest patches I find I am having some fun in those again! Cryptic seems to have gotten the challenge level on them right now, they are no longer straight rollover, nor are they too hard. It seems Cryptic finally got enough experience with their mod 16 combat system to set the dungeons at the 'right' challenge levels.
Those few times run fails it has actually been mostly due to newbie players not knowing how to play properly. Players running ahead of tank and then whining because they get slaughtered. Players not getting out of red fields. Players not having the stamina to handle a few wipes. Players not knowing the tactics for the various zones, and not telling group they are newbies so we can provide instructions.
And btw: Solo pugging also is a way to keep game fresh. You get a new team and a new challenge each time. The downside is the occasional failed run.
That can't be right - I mean I believe them since this past cta saw numerous examples of lowk players outscoring active players with 10K or more IL - but that shouldn't even be possible.
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> I don't even think they're the same are they? I read in a few other threads how players were seeing some of their higher IL character's stats getting suppressed to values less than their lowK character's stats.
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> That can't be right - I mean I believe them since this past cta saw numerous examples of lowk players outscoring active players with 10K or more IL - but that shouldn't even be possible.
well equiped and built chars still way outperfrom lower IL chars even when scaled.