I think 3 option for random advance dungeon is too boring since now TiC is removed.
I sugggest to add more, in my opinion all dungeon related to legacy campaign should earn their place as an "advanced" dungeon. Like Fang Breaker Island and Spellplague, especially Spellplague which is not your typical tank and spank run dungeon.
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Either that was a lack of testing when the new queues were created, or the development team seriously looked at them and said, "Demogorgon will keep people from getting these 40,000 astral diamonds each day, and this tank requirement will keep most people from getting these 40,000 astral diamonds every day...our ZAX Exchange problem will solve itself."
That sounds like some tinfoil-cap stuff to me, but...after six months without a fix, Occam's Razor is starting to lean away from, "Oops...that was an accident."
Back on topic.
+1 to more variety in RADQ
I dont run it as a tank as Im a gonna get smashed to pieces, dont run it as DPS... or healz. RADQ is way too long and relies completely on killing the boss at the end, the rest of it is just boring as heck. Bore your way through for 30 minutes or something to have a chance to epicly fail at the last boss. No thanks.
Then to further exacerbate the problem, they added the scaling system with promises of increasing the availability of content. But of course, predictably, the main thing the scaling system has been used for is separating the haves from the have-nots.
How about if the new leadership starts using the scaling system for something that benefits all the players (and not just the 1%). What's the point of making new content (especially when new content is so few and far between) that only 1% of the player base is ever going to see, much less complete?
Ya know, this is a free to play game, accessibility to the content should be the number one goal and the first thing development should ask before every decision is "is this fun".
All the most successful F2P games have one thing in common, they are easy to access, making a F2P game that just limits and frustrates the player seems contrary to what the market has shown to be successful.
Make your game fun and people will want to spend money.
So well said.
I started in December 2020, and the game that I was playing in December 2021 was a shell of what lured me in. I came in kicking and screaming. I didn't want to get hooked on an MMO. The changes that occurred throughout 2021 removed almost every element that I found enjoyable (and I'm not mentioning the ones that are left because I've noticed a trend of, "Someone says it...the dev team ruins it within three weekly patches").
At this point, I honestly don't know why I'm still playing. Nostalgia seems to strong a word for something I've only done a little over a year, but I feel like I got a glimpse of genius right before someone whizzed all over it. I'm hoping that, someday, I'll get to see the day that someone hoses it off and makes it shine again.