I have a question: where is the promised balance of classes? you created two super class https://youtu.be/ZtkxHFrRWkU look at what's really going on. when will the damage of the smoldering skill of a magician be reduced to objective parameters? now melee classes are simply not needed!
11
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
For the record, outside of the bugs that no-one has any control over I'm having zero problems with Mod 16.
Stats, scaling and difficulty are nowhere near bad enough to make progression or general play an issue despite what the soft, undeserving people complaining here think.
The way things are going, Power Creep, the EXACT thing you have been fighting to eradicate will return and if it does I urge the Dev team to respond to anyone who complains at that point with:
"This is a problem you created. Fix it yourself."
Soft undeserving.
Lets do talk about complaints and fixes.
Some of us the soft and undeserving, asked to to change the multiplicative buffs years ago.
Some of us the soft and undeserving, asked to add diminishing returns on stats, to lower the gap between various players while reducing power creep.
Some of us the soft and undeserving, asked to stop with this cathup up gear with last 2 campaigns line of thought where a new player after a month should be able to queue and finish the end-game
Some of us the soft and undeserving, asked that not all content should be doable by everyone. There isn't a perfect single piece of content that fits all players. Content should be targeted.
Some of us the soft and undeserving, warned about direct damage multipliers and guess that is the BiS gear many mods later, same Kuino.
What we got?
Scaling by caps - a system that will never work well, for some it will be always too hard and they will not be able to do anything about it. Instead for allowing a diminishing progress but a low target point, the devs rise the cap and rise the caps, hence countering their own system.
Old content discarded - Long time ago, in a galaxy far far away, many mods ago, there was a linear progress. You get to level cap, you do t1 gear, then you improve and do t2 gear, and each mod didn't invalidate everything you have, one mod you get better weapons, others artifacts, and some gear, etc.. Not a perfect system by all means, but simple progress has its appeal, with matching challenge at each stage.
Now what we have? Each mod invalidates most of the things a player have, why grind something that takes longer than a mod to get if it is replaced before you found the whole parts. And old content? Is there are reason to run anything old? Great idea to create 'new player' friendly game. "NW is 6 years old? No problem hop in and you can join just where everyone is" Not so great for the veterans or when those new players stopped being very new.
The devs are so scared of 'splitting' the player base, and so adamant about concentrating everyone into the last mod, that they get a self fulfilling 'curse' - Less players, because a single piece of content of a single can't work for everyone.
Ohh wait wait, I almost forgot, soft and undeserving memory you see. The rewards - playing a few years, building a char, understanding the mechanics, given me the great privilege and honor to get into NW end-game, for the greatest rewards - Seals!
Now this soft and undeserving one, still remembers that it was worth it to try and try hours the old CN, because it was both profitable, and the feeling of achievement when we finally managed to do it, after weeks of failing. What I should play now?
Addon - A change was needed, everyone soloing everything, or the mix of old and new players in various Queues was not healthy. The game was/is on a heavy decline. Scaling can be beneficial, e.g. Tales of Old. But just slapping caps on everything doesn't really work well. Same issue as previous devs slapped Cooldowns on everything as a fix for all balance issues. Seriously...
It remains to be seen if the current ideas will alleviate the issues and what new issues they will bring in..
Why don't we just address the real problem. The beta testers, some elite, some not so much were helping you out and things were going well. Then at the very end, after everything was tuned and shaped, @asterdahl decides to go from 500:1 to 1000:1 for stats and that hamstered everything up. Everything was coded to the 500:1 scheme and it was a bloody mess. I don't fault you @mimicking#6533 but this was the spanner in the works, the monkey wrench in the gears so to speak. If this wasn't implemented, you would not have had near the volume of complaints. As a previous lead team developer, I saw it and shook my head. But that's in the past. Time to move forward. You dropped the ball, time to pick it up and run with it.
Varric the Cursed Dwarven cursed to be Tiefling CW Original Serenity Mostly Retired DC Tokarek Bearded Dwarven OP Tankadin JuiceHead Goofy Human GWF Member of H3llzWarriors and Limitless.
"Change: Events that used to scale players to level 60 are going to scale players to level 40 instead. Purpose: Find a nicer mid-point to scale players to, so that the content is still casually playable and accessible by lower-level players." @mimicking#6533 please make sure critters also are same levels as players, if this change was meant to stop cta private solo queue just letting you know that the level60 scale down made it last longer, due to the encounter power long cd values and the way mass critters encounter surround us to die, we now need to use cc power to spread them/smoke them/entangle them, hadar grasp them, arm of hadar them, roots them, burning light them, chain of blazing light them so we dont get melted by a group of mobs no reason to reduce it to level 40 at all, noticed on siege event dragon wing attack radius seems larger than wod dragon wing blast area. if this change is to prevent player from solo cta events then it will be a waste of resources since these event only offer transmutes and refiner cache( for these caches, only private solo queue made it worth farm it) with these changes you are forcing us to public queue for it, you need to force the event currency drop that get from moving over it, to benefit all party, because if one party member picks them up rest of the party gets nothing, thats why i never queue for public @mimicking#6533 if only 1 player walks over cta event currency on the ground rest of the party doesn't get the currency and cta public queue is a group effort event all party needs to benefit from those pick up currency, also the weapon set from cta event means nothing for us players, there are better weapon sets in the game(primal weapons set is better than those).
And I much prefer them to err on the side of we are a bit more powerful than the monsters we are fighting than the other way around. You have to remember that probably more than 85% of the people who play this game are casual players, so they for the most part do not come to the game for a challenge, they play the game to have fun.
I dont think it works how you described above.
Thing is that most of forum users are NOT casual players - those dont even bother to look on the forum. So in fact forum users are those crying the most, how this game is too hard now, how cooldowns are to long and mobs are too tough or they hit too hard etc.
Yet, we are the "players voice" here, and no matter how small minority we really are, we are those few who influence a devs decisions if at all. Keep in mind that devs also have a lot of different tools (like statistics etc) to monitor situation. And I dare to say that they comply to our proposals/demands only when those are in line with their internal tools results.
Casuals.... well they are more take it or leave it kinds of players.
Aprat form obvious bugs or lets be honest here simply stupid decisions made by devs in most of cases people are complaining cos game is not as easy as it used to be, witch in most cases comes down to new demand to use just a few brain cells to avoid red areas, and go behind tank not in front of him. But above all they complain becouse game is different, simply just different, and while they asked for it now when they get it they cant get used to it. Most of players was expecting a change but, in fact, was not ready for it. In most cases learning of new habits and geting rid of most old one do the trick here - really.
Even if the devs are going to adjust game as they just stated there still be a huge group of players complaining here as a game is no longer pre MOD 16 type.
Real issue is that overall dificulty level of this game was so low that it only missed "I win button" on top of the screen. And players simply get used to that. And now any change here is taken as harm.
What this game really miss is that content should be avilable in 2 or even 3 different difficulty levels, with different demands and rewards. That would cover most needs/expectations - there would be easy runs for those looging in for fun, even solo players, and hard runs for those looking for a challenge.
But no - we got scalling instead - not serving any1.....
Events like the one going on right now, 'Siege of NeverWinter' scales everyone at 60 still. Was this intended? Or is it cause its a brand new event entirely? Forgive my naivety Im new to NeverWinter as a whole and still getting used to things. Side Note: Im not too much of a PvPer but I was wondering what you guys plan on doing about your PvP ques... they are completely non-existant, and I find that to be sad.. so what are you guys at Cryptic going to do moving forward about that? Theres an entire tree of boons that no one (especially the new player base such as myself) are ever going to have access to because of the PvP drought so to speak. Maybe you could address that in the next "State of NeverWinter"... maybe?
1
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
Take a level 80 casual players toon, which would have about 15k ilevel into any of the scaled level 70 content and see if it is challenging for them or not. Currently that is an issue for many casual players. There are still casual players that find LoL challenging, so it is really all a matter of perspective.
I'm not sure why it's mutually exclusive. The challenge part is to make things fun. It's all nice when you can clear a dungeon without issues, once, twice, do it 20 times and you fall asleep. After that, is there a meaning to do more? Will a casual player want to waste their only hour in a day that they can play game to do the exactly same dungeon with exactly the same outcome?
Some I guess would, but I wouldn't. The idea of a challenge, is to use that one hour in a meaningful way, some runs will fail, some will succeed, but then, when success is not assured (and not due to nasty pugs that you want to strangulate), there is a feeling of accomplishment add to this a proper in-game reward and you get fun.
Shame that there is no either challenge nor reward, hence forum posts about no fun.
As a side note, I'm sure some want mindless repetitive grind, but for that there are dailies (And RL).
You are impressed with a guy that is spamming healing stones? (i.e. P2W part) My point is that it's healing stones, not the class that makes such a huge difference. Before linking such videos pay attention if healing stones are used or not.
Events like the one going on right now, 'Siege of NeverWinter' scales everyone at 60 still. Was this intended? Or is it cause its a brand new event entirely? Forgive my naivety Im new to NeverWinter as a whole and still getting used to things. Side Note: Im not too much of a PvPer but I was wondering what you guys plan on doing about your PvP ques... they are completely non-existant, and I find that to be sad.. so what are you guys at Cryptic going to do moving forward about that? Theres an entire tree of boons that no one (especially the new player base such as myself) are ever going to have access to because of the PvP drought so to speak. Maybe you could address that in the next "State of NeverWinter"... maybe?
The fixes haven't gone live yet. When the fixes go live, events like Siege will scale to 40 instead of 60, but until they implement the fix, they will continue to scale at 60. I've not been on preview so couldn't tell you whether the scaling changes are up on the preview server yet, but the fix will go through preview to make sure it doesn't break more than it mends and then transfer to live on approval.
You are impressed with a guy that is spamming healing stones? (i.e. P2W part) My point is that it's healing stones, not the class that makes such a huge difference. Before linking such videos pay attention if healing stones are used or not. All you could see was healing stones? ) I personally saw the damage from the smoldering skill increased to fantastic proportions. Analogue that is not in the game. a hunter can become a competitor to a mage. I hope that the tendency will get to you when you assemble a team consisting of four magicians and a healer or four hunters and a healer
All you could see was healing stones? ) I personally saw the damage from the smoldering skill increased to fantastic proportions. Analogue that is not in the game. a hunter can become a competitor to a mage. I hope that the tendency will get to you when you assemble a team consisting of four magicians and a healer or four hunters and a healer
Damage doesn't matter if you are dead. I'd like to see some real performance without using healing stones, i. e. how long a player using some class can survive without dying. Then we can compare and discuss which class is better.
Once again, I am not trolling anybody. I am only pointing out the obvious and asking the questions that matter the most that nobody appears to want to answer.
You've imposed punishing scaling on players who worked hard (Months of grinding!) to get their characters to the maximum level with BiS everything only to have a low-level mob kill them with one shot. You also appear to be punishing players for being "too good" or "to dedicated" at playing this game. How precisely is that fun?
It is not fun. It's an insult.
You've imposed a punishing cap on refined items (Artifact Gear, Artifacts, Enchantments, Enhancements, Runes, Companions) along with cutting stats in half or removing bonuses and procs altogether. Why should I even bother refining at all?
More to the point, why should I bother to spend my money on ZEN to buy anything from the ZEN store (Mounts, Companions, Gear, Wards) if you are just going to take away from me what I have paid for in good faith?
This isn't making the game more challenging or more fun. It's a betrayal of your customers.
This isn't encouraging players to buy and spend ZEN in the ZEN store. I definitely will not!
You released a badly thought-out mod that made a genuinely beautiful game unplayable and... no fun.
For example: Today I ran the Master of the Hunt skirmish as it is the only one where my Wizard doesn't get killed with one shot. I am hitting npcs with my useless-as-rubber-attacks while all of my team mates are dying around me. I am taking heavy damage but not dying. The boss drinks his healing potion and gets his HP back to 80%-90% while endless waves of secondary mobs spawn in rapid succession. Players quit the group, and reinforcements are summoned. The boss fight needlessly drags on! More players quit the group, and more are added. As is typical to post mod 16 Master of the Hunt, my Wizard that should be filling a DPS role is literally serving the role of a Tank for the entire party.
(Perhaps Wizards should have a Tank paragon path: which would harken to the very Tanky Pale Master Prestige Class of 3.5/5.0 quite nicely. Bone Skin does make a difference. I still remember how Tanky a Pale Master Monk could be!)
How exactly is this fun?
Fun as in "watching a train-wreck" fun or fun as in "sabotaging the players efforts" fun?
If your bosses ordered you to make these catastrophic changes, I feel sad for you because it isn't your fault but the top brass' fault. But if the game engine has hit it's limit and you cannot possibly add anything more to this game without making such catastrophic changes... it would be far more honest just to tell us up front that this is the problem you are facing.
Let me reiterate once again: I am not trolling.
"Talent is a flame. Genius is a fire." - Sir Bernard Williams
3
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited May 2019
while the previous poster has some valid points, I cannot agree with the complaints about the Master of the hunt. Regarding his healing, just don't ignore the mechanisms... kill the little guys that heal him first. Also, it is highly recommended to have a second loadout for scaled-down content. For example, in my main DPS loadout, I have maxed ArPen, so I pick my guild Power boon and mounts and companions that give Power. In my scaled-down loadout, I pick guild ArPen boons and mounts/companions rhat give ArPen or Accuracy instead. This makes a massive DPS difference.
MoH isn't locked by the 1tank/1heal/3dps rule (so you can pop in as a 5 healers party, which is quite meh). But even if it was the case, MoH is an exemple of bad stratified designs (+bug).
A party with at least one well built 20k dps will stomp MoH (maybe ~5 minutes instead of 2min30 previous mod16 ?). So it can feel to be a very easy run. If it's not the case, the 20k guy should question himself about his build. But most of the players won't run the RLQ with their main(s) because the rAD bonus from prays is usually depleted on them. Better to take one toon in your alt-army who still have his 150k rAD bonus ^^'.
MoH is also counting for the "sharandar support" stronghold quest which encourages people to throw in guilded alt (you just need to start it 3 times to validate the quest, no need to finish it, explaining the fact that so much people are leaving it when it's not a fast run carried by a big toon. That's an old bug, I hope one day it would be fixed + ban wave for exploiting it :P), .
So, as a consequence (somehow by design), your party in there is usually full of crappy Vistani/Mountaineer (or worse) alt-toons.
If you pop in with one of your main, even if you are a "medium" IL, you will usually be much more efficient than anyone else in the group, hence taking agro even if there is a Vistani/Mountaineer tank with you, and you have to carry the others... If you are on a not so well equiped toon, and want to finish MoH : brace yourself because you will probably enter in a painful run.
while the previous poster has some valid points, I cannot agree with the complaints about the Master of the hunt. Regarding his healing, just don't ignore the mechanisms... kill the little guys that heal him first. Also, it is highly recommended to have a second loadout for scaled-down content. For example, in my main DPS loadout, I have maxed ArPen, so I pick my guild Power boon and mounts and companions that give Power. In my scaled-down loadout, I pick guild ArPen boons and mounts/companions rhat give ArPen or Accuracy instead. This makes a massive DPS difference.
This.
Although it's really frustrating that you are forced to maintain a "scaled" loadout to remain optimal.
I'm not sure why it's mutually exclusive. The challenge part is to make things fun. It's all nice when you can clear a dungeon without issues, once, twice, do it 20 times and you fall asleep. After that, is there a meaning to do more? Will a casual player want to waste their only hour in a day that they can play game to do the exactly same dungeon with exactly the same outcome?
Some I guess would, but I wouldn't. The idea of a challenge, is to use that one hour in a meaningful way, some runs will fail, some will succeed, but then, when success is not assured (and not due to nasty pugs that you want to strangulate), there is a feeling of accomplishment add to this a proper in-game reward and you get fun.
Shame that there is no either challenge nor reward, hence forum posts about no fun.
As a side note, I'm sure some want mindless repetitive grind, but for that there are dailies (And RL).
And that was the content I was talking about being not as easy for many ilevel15ks with the scaling that is present now, the daily quests in zones. As they are now, they are not fun for anyone to do. And especially for those that only play solo.
Most casual players that only have 1 hour to play a day are not even going to try to do a dungeon anyway, as they will not have the time.
Its supposed to be a group game not solo so make it that way. Anyone who doesn't like it there are plenty of solo games out there. In dungeons no one person should be able to run through it and have to wait for others to catch up thats not D&D at all.
Comments
Lets do talk about complaints and fixes.
Some of us the soft and undeserving, asked to to change the multiplicative buffs years ago.
Some of us the soft and undeserving, asked to add diminishing returns on stats, to lower the gap between various players while reducing power creep.
Some of us the soft and undeserving, asked to stop with this cathup up gear with last 2 campaigns line of thought where a new player after a month should be able to queue and finish the end-game
Some of us the soft and undeserving, asked that not all content should be doable by everyone. There isn't a perfect single piece
of content that fits all players. Content should be targeted.
Some of us the soft and undeserving, warned about direct damage multipliers and guess that is the BiS gear many mods later, same Kuino.
What we got?
Scaling by caps - a system that will never work well, for some it will be always too hard and they will not be able to do anything about it. Instead for allowing a diminishing progress but a low target point, the devs rise the cap and rise the caps, hence countering their own system.
Old content discarded - Long time ago, in a galaxy far far away, many mods ago, there was a linear progress. You get to level cap, you do t1 gear, then you improve and do t2 gear, and each mod didn't invalidate everything you have, one mod you get better weapons, others artifacts, and some gear, etc.. Not a perfect system by all means, but simple progress has its appeal, with matching challenge at each stage.
Now what we have? Each mod invalidates most of the things a player have, why grind something that takes longer than a mod to get if it is replaced before you found the whole parts.
And old content? Is there are reason to run anything old?
Great idea to create 'new player' friendly game. "NW is 6 years old? No problem hop in and you can join just where everyone is" Not so great for the veterans or when those new players stopped being very new.
The devs are so scared of 'splitting' the player base, and so adamant about concentrating everyone into the last mod, that they get a self fulfilling 'curse' - Less players, because a single piece of content of a single can't work for everyone.
Ohh wait wait, I almost forgot, soft and undeserving memory you see. The rewards - playing a few years, building a char, understanding the mechanics, given me the great privilege and honor to get into NW end-game, for the greatest rewards - Seals!
Now this soft and undeserving one, still remembers that it was worth it to try and try hours the old CN, because it was both profitable, and the feeling of achievement when we finally managed to do it, after weeks of failing. What I should play now?
Addon - A change was needed, everyone soloing everything, or the mix of old and new players in various Queues was not healthy. The game was/is on a heavy decline.
Scaling can be beneficial, e.g. Tales of Old. But just slapping caps on everything doesn't really work well.
Same issue as previous devs slapped Cooldowns on everything as a fix for all balance issues. Seriously...
It remains to be seen if the current ideas will alleviate the issues and what new issues they will bring in..
Original Serenity Mostly Retired DC
Tokarek Bearded Dwarven OP Tankadin
JuiceHead Goofy Human GWF
Member of H3llzWarriors and Limitless.
Thing is that most of forum users are NOT casual players - those dont even bother to look on the forum. So in fact forum users are those crying the most, how this game is too hard now, how cooldowns are to long and mobs are too tough or they hit too hard etc.
Yet, we are the "players voice" here, and no matter how small minority we really are, we are those few who influence a devs decisions if at all. Keep in mind that devs also have a lot of different tools (like statistics etc) to monitor situation. And I dare to say that they comply to our proposals/demands only when those are in line with their internal tools results.
Casuals.... well they are more take it or leave it kinds of players.
Aprat form obvious bugs or lets be honest here simply stupid decisions made by devs in most of cases people are complaining cos game is not as easy as it used to be, witch in most cases comes down to new demand to use just a few brain cells to avoid red areas, and go behind tank not in front of him. But above all they complain becouse game is different, simply just different, and while they asked for it now when they get it they cant get used to it. Most of players was expecting a change but, in fact, was not ready for it.
In most cases learning of new habits and geting rid of most old one do the trick here - really.
Even if the devs are going to adjust game as they just stated there still be a huge group of players complaining
here as a game is no longer pre MOD 16 type.
Real issue is that overall dificulty level of this game was so low that it only missed "I win button" on top of the screen. And players simply get used to that. And now any change here is taken as harm.
What this game really miss is that content should be avilable in 2 or even 3 different difficulty levels, with different demands and rewards.
That would cover most needs/expectations - there would be easy runs for those looging in for fun, even solo players, and hard runs for those looking for a challenge.
But no - we got scalling instead - not serving any1.....
It's all nice when you can clear a dungeon without issues, once, twice, do it 20 times and you fall asleep. After that, is there a meaning to do more? Will a casual player want to waste their only hour in a day that they can play game to do the exactly same dungeon with exactly the same outcome?
Some I guess would, but I wouldn't.
The idea of a challenge, is to use that one hour in a meaningful way, some runs will fail, some will succeed, but then, when success is not assured (and not due to nasty pugs that you want to strangulate), there is a feeling of accomplishment add to this a proper in-game reward and you get fun.
Shame that there is no either challenge nor reward, hence forum posts about no fun.
As a side note, I'm sure some want mindless repetitive grind, but for that there are dailies (And RL).
My point is that it's healing stones, not the class that makes such a huge difference.
Before linking such videos pay attention if healing stones are used or not.
When the fixes go live, events like Siege will scale to 40 instead of 60, but until they implement the fix, they will continue to scale at 60.
I've not been on preview so couldn't tell you whether the scaling changes are up on the preview server yet, but the fix will go through preview to make sure it doesn't break more than it mends and then transfer to live on approval.
You are impressed with a guy that is spamming healing stones? (i.e. P2W part)
My point is that it's healing stones, not the class that makes such a huge difference.
Before linking such videos pay attention if healing stones are used or not. All you could see was healing stones? ) I personally saw the damage from the smoldering skill increased to fantastic proportions. Analogue that is not in the game. a hunter can become a competitor to a mage. I hope that the tendency will get to you when you assemble a team consisting of four magicians and a healer or four hunters and a healer
I'd like to see some real performance without using healing stones, i. e. how long a player using some class can survive without dying. Then we can compare and discuss which class is better.
You've imposed punishing scaling on players who worked hard (Months of grinding!) to get their characters to the maximum level with BiS everything only to have a low-level mob kill them with one shot. You also appear to be punishing players for being "too good" or "to dedicated" at playing this game. How precisely is that fun?
It is not fun. It's an insult.
You've imposed a punishing cap on refined items (Artifact Gear, Artifacts, Enchantments, Enhancements, Runes, Companions) along with cutting stats in half or removing bonuses and procs altogether. Why should I even bother refining at all?
More to the point, why should I bother to spend my money on ZEN to buy anything from the ZEN store (Mounts, Companions, Gear, Wards) if you are just going to take away from me what I have paid for in good faith?
This isn't making the game more challenging or more fun. It's a betrayal of your customers.
This isn't encouraging players to buy and spend ZEN in the ZEN store. I definitely will not!
You released a badly thought-out mod that made a genuinely beautiful game unplayable and... no fun.
For example: Today I ran the Master of the Hunt skirmish as it is the only one where my Wizard doesn't get killed with one shot. I am hitting npcs with my useless-as-rubber-attacks while all of my team mates are dying around me. I am taking heavy damage but not dying. The boss drinks his healing potion and gets his HP back to 80%-90% while endless waves of secondary mobs spawn in rapid succession. Players quit the group, and reinforcements are summoned. The boss fight needlessly drags on! More players quit the group, and more are added. As is typical to post mod 16 Master of the Hunt, my Wizard that should be filling a DPS role is literally serving the role of a Tank for the entire party.
(Perhaps Wizards should have a Tank paragon path: which would harken to the very Tanky Pale Master Prestige Class of 3.5/5.0 quite nicely. Bone Skin does make a difference. I still remember how Tanky a Pale Master Monk could be!)
How exactly is this fun?
Fun as in "watching a train-wreck" fun or fun as in "sabotaging the players efforts" fun?
If your bosses ordered you to make these catastrophic changes, I feel sad for you because it isn't your fault but the top brass' fault. But if the game engine has hit it's limit and you cannot possibly add anything more to this game without making such catastrophic changes... it would be far more honest just to tell us up front that this is the problem you are facing.
Let me reiterate once again: I am not trolling.
MoH isn't locked by the 1tank/1heal/3dps rule (so you can pop in as a 5 healers party, which is quite meh). But even if it was the case, MoH is an exemple of bad stratified designs (+bug).
A party with at least one well built 20k dps will stomp MoH (maybe ~5 minutes instead of 2min30 previous mod16 ?). So it can feel to be a very easy run. If it's not the case, the 20k guy should question himself about his build.
But most of the players won't run the RLQ with their main(s) because the rAD bonus from prays is usually depleted on them. Better to take one toon in your alt-army who still have his 150k rAD bonus ^^'.
MoH is also counting for the "sharandar support" stronghold quest which encourages people to throw in guilded alt (you just need to start it 3 times to validate the quest, no need to finish it, explaining the fact that so much people are leaving it when it's not a fast run carried by a big toon. That's an old bug, I hope one day it would be fixed + ban wave for exploiting it :P), .
So, as a consequence (somehow by design), your party in there is usually full of crappy Vistani/Mountaineer (or worse) alt-toons.
If you pop in with one of your main, even if you are a "medium" IL, you will usually be much more efficient than anyone else in the group, hence taking agro even if there is a Vistani/Mountaineer tank with you, and you have to carry the others...
If you are on a not so well equiped toon, and want to finish MoH : brace yourself because you will probably enter in a painful run.
Although it's really frustrating that you are forced to maintain a "scaled" loadout to remain optimal.
Most casual players that only have 1 hour to play a day are not even going to try to do a dungeon anyway, as they will not have the time.