I have 2 Clerics and after MOD16 I won't use them to heal at all. They are boring and no fun as healers. Offering me more AD to play them isn't a incentive especially as our daily refine cap is still so low.
The bottom line, somewhere in your effort to create more definitive roles for all types of characters you have completely sucked the fun out of playing as a healer, a role that was already a minority in the population. There will never be close to the proportional number of players playing as healers as DPS. DPS is what most people are drawn to, generally.
If you want to increase the number of people who play as healers you need to fundamentally look at how fun/exciting they are to play now and ask yourselves, what can we do to make their role more dynamic and exciting? What can we do (via skills/game play) to appeal to those people who normally play DPS? What can we do to make the role fun?
I have 20 toons and adored playing healing Cleric pre-Mod 16 but now, they just sit on the shelf. Shame.
Oh another thing why can't we queue for multiple random queues? Especially as healer and tank... queues don't pop instantly either most of the time so you queue for RAQ while a team needs a healer or tank in RIQ and REQ. Say, there are 3 healers queueing (not sure if the game is that active an any given time) for RAQ, then you have zero healers queueing for REQ and RIQ.
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andorrabellMember, NW M9 PlaytestPosts: 437Arc User
> Eventually people will adjust and start running their tanks and healers through. Until then, dps classes will just have to wait. I think this also pushes players to get up a healer/tank class so it might push for a better diversity in classes. I'm torn on the change since I think a better and more diverse group of classes in game is good for it while at the same time want players to get into content in a relatively nominal amount of time.
Or those people will eventually leave and find another game. Trying to force players to play a class they don't like just to play the dungeons is not an winning game model.
Exactly this. All classes need to be viable. Right now we have both too many people wanting to dps AND dps classes that are broken in endgame (TOMM). This is not going to work out!
Yup, that's why I suggested some reward like a runic etching (or whatever the thing for zok boxes is called) in the other thread as a possible role bonus reward and unify the role bonus for tanks and healers. Maybe a currency for successful runs while having the role bonus that can be exchanged for other items.
@asterdahl , @terramak , @noworries#8859, @mimicking#6533, @nitocris83 Not only what you are saying, but you also have to remember that any of the classes that also have a DPS paragon will have to choose what paragon to put their investment into. So lets say I am a Cleric or Warlock and I would rather play as a DPS. Why on earth would I waste my AD and resources to make a "healing" loadout so that I can queue faster? The point of running Random queues is to make AD so that you can build your character. Are the devs trying to tell me I need to spend 2x more just to help queues pop faster as a healer than say a HR or TR who do not have a healing role?? Why would ANYONE want to do this? Add on top of this that healing has been nerfed and is pretty freaking boring. So they want me to suffer to make queues pop so that people playing DPS can queue faster and have fun?? My class is deemed SUB PAR as DPS so even if I do want to play as DPS in a random people quit or give me grief because I can't be TOP DPS???? WHAT A FREAKING MESS!!
Back when it was profitable to run multiple dungeons daily I made 8 Clerics and 4 Paladins. This was before the 100k RAD refining limit. I NEVER had a problem finding an immediate group and I made millions of AD. I NEVER had to wait for a dungeon. I could run nothing but dungeons all day if I wanted to, and I had fun. I was a buffer and tank with those characters back then and to be honest it was really fun. MOD 16 arrived and KILLED all but one of each of those characters. I now only run the occasional REQ with premades. I wonder how many others do the same? So now instead of a Cleric and Paladin running several dungeons helping the FLAWED randoms work, I just don't run them at all. Congratulations!
My point is that the decisions made by these developers have killed any reason I had to run more than a few premade REQ daily (at this point monthly, I don't even bother to log in most days anymore except to collect keys.) I imagine that most people feel the same way. To be totally honest I will not run a true random queue at all, because I have these two classes (Cleric/Paladin) already at endgame I can be picky and only run in premades with my friends. SO out of the total number of healers and tanks able to run randoms you can subtract my characters. I bet there are several that do the same thing and feel the same way. I mean why PUG when you are always needed in premades that you know will succeed. Oh, and FYI the people I run in premades with also have healers or tanks in addition to their favorite DPS class. WE just switch up roles so that everyone can have fun. Think about that for a second.
How can they fix it besides what you suggested in your post? 1.Remove the 100k RAD refining limit for Tanks and Healers. This will give incentive for the few that play these roles to run more than one random a day. It will also incentivise people who play only DPS to help out by making a healer or tank.
2. Make all healer and tank gear bound to account. If I am going to invest in a healer/tank build I should be able to use it on my whole account.
3. Put party buffs back into the game! Make being a healer FUN and people will do it more often. DIVINITY MANAGEMENT IS TEDIUM and in no way FUN!!
Post edited by oremonger#9999 on
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arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
I prefer to play DPS on my cleric, however for RLQ and RIQ, I will now queue as heale. I rarely ever heal though, I'll just dps. Yeah it's not as effective, but it's a real time saver and often times I'll still end up on top of the damage chart. Most groups will either not need healing due to overgearing, or will get one shot and no amount of healing will fix that. There is hardly a case where a group is in that middle ground.
Trying to force players to play the way "the devs" want them to play has never turned out well in any MMO I have ever played. Players will simply leave for an MMO that lets them play their own chosen style.
You either make tanks and healers interesting to play, and let players choose to do so, or you allow ways to complete content with non-trinity balance.
If players need a trinity balance they can always form a private queue. What you are doing is in effect taking the "quick and easy random queue group forming" option, and turning it into "just as slow as forming a private group".
Damaging the entire process to ensure a small number of queues gets a balanced group is frankly a bad business decision.
that because of DC and Op got nerfed, not many want to play healers.
i would like to see non-player healer get trigger. restricted 1 per day, to keep from abusing with multiple "bots'
Star trek's away team work fine, if 2-3 players are short, they can summon away team members to fill in. why? both are still in same company. (NWO-STO)
that because of DC and Op got nerfed, not many want to play healers.
i would like to see non-player healer get trigger. restricted 1 per day, to keep from abusing with multiple "bots'
Star trek's away team work fine, if 2-3 players are short, they can summon away team members to fill in. why? both are still in same company. (NWO-STO)
Well, they would have to do something similar to all companions, especially tank and healer companions, so that they would become helpfull again in scaled and regular content. I mean, right now there's no point in playing with anything else then an Augment, all the other companions are bloody useless and not worth summoning.
I don't run RLQ or RIQ but don't think will be an issue for dps characters to move some BtA stuff without even spending gold (bondings/rings/comp equip) to an alt. You will surely being better geared than average support Qing for them and there's scaling anyway; with role bonus and ad bonus from invoking would be way more efficient. Shouldn't even add that providing support role will increase success rate overall.
Generally if I was ever in a group which got Merchant Prince Folly or Manycoins Bank Heist, I was happy to abandon skirmish if I could see it was going to fail, and take the 30 min timer hit and go and do something else. And rejoin the queue later. It was never a problem.
You trying to tell me that you never had MPF or Bank 2-3 times in a row? If that so you are RNG blessed....
I think we've all seen that we want or ask for and what we get are never the same thing.
Someone says Tiamat always fails because it's too hard (but really, people didn't know what to do and didn't learn) - the answer is to move it to a higher queue bracket (so more experienced players who get it laugh and go awesome!) It was an easy solution that doesn't actually solve the problem of new players not learning how to run it.
Someone says TWO skirmishes are failing regularly, the answer was to make ALL queues require Tank + Healer + 3x DPS. Rather than just enforcing it on the two that might need it and leaving the rest alone.
In short, never expect a a complete and proper solution to in game issues. The devs either don't know how or don't have the manpower to code and implement anything complex to fix these issues.
They do have time to fix the gate in Malabogs so you can't jump through it though. That was and will forever be the pinnacle of what is actually important to fix in this game. /sarcasm
role bonuses won't fix queues. role bonuses already existed in the queue system. it did not cause a whole bunch of us to roll healers to make queues pop instantly for everyone, you can see that quite clearly with the difference in wait time between rlq and other queues, prior to the latest set of changes that have slowed everything down further. tweaks to the role bonus system will not manage it either. you cannot bribe us into enjoying something we don't enjoy, nor into wanting to do something we don't enjoy. this isn't our job. it should never feel like playing any class is a job that we *have to do*. it's a game. we're supposed to enjoy it, that's why people play games. that doesn't mean that you can just do whatever and if we don't enjoy it, we're the problem and you just need to correct our behaviour. if we're not enjoying things, and therefore choosing not to do them... your decisions are the problem. those are what need to change.
I'm not sure how many people were really enjoying the content before. The older, better geared, player may have enjoyed the quick RAD. But I don't think newer players enjoyed seeing the same skirmish every day. And if they did get a dungeon, then they probably felt rushed by older better geared players (another common complaint of RLQ).
True there will be less players doing RLQ/RIQ now, but it will be mostly older and wealthier players dropping out. Newer players are likely to be more open to trying tank and heal roles, they will adjust. They might even enjoy the content more now with more varied content and less gods running ahead smashing everything for them.
You trying to tell me that you never had MPF or Bank 2-3 times in a row? If that so you are RNG blessed....
RNG has very little to do with RQ. If you got them in RQ, it meant someone picked it. manycoins is part of the AI campaign and has to be done once to complete it.
We dev responses like that I really don't feel like making the effort anymore. I had run healer to make it faster for me but it just is not fun in any way at all. For myself needed to stop playing so much anyway. Thanks for giving me another reason to limit my playtime.
I understand the reasoning for the adjustments to group composition. A lot of support classes get a lot of runs, quite a few of them in the new content too. This means that they're getting their daily 100k RAD from more end-game content and they simply don't queue for the levelling queues etc. Right idea but unfortunately, the wrong motivation for the player. The player needs the right motivation to run the content, something that they don't already have too much of.
If you were to change the rough Astral Diamonds to already refined Astral Diamonds you'll see an uptake in the amount of support classes running lower level content. Perhaps they earn a token after 10 levelling queue runs which they can use to refine an additional 100k AD for that day.
Something worth-while, something that will be profitible for me to devote my time to, the small amount of Bonus RAD from levelling queues doesn't give the same time-to-reward ratio as other content in the game; you have to ask the question "Why would they bother with content that doesn't yield as much for their time?"
Hi everyone, thanks for sharing your feedback and thoughts. We know that many of you are frustrated with the increased queue times, and I'd like to apologize for the increased wait times. We made changes to the required roles for skirmishes after looking over the data from the past few months: many groups randomly matched with non-standard group compositions had a lot more trouble with certain skirmishes. If we made adjustments to make those skirmishes easier, they would be absolutely trivial when the queue system put a standard group together, so after much debate we decided to enable role restrictions for public skirmishes instead.
As a result, queue times, specifically for the most populous role (DPS) have increased. In order to alleviate the issue, this Thursday's build will include the addition of role bonuses to the random leveling queue. Players who queue as the role most currently in need for the leveling queue will receive bonus rough AD. In addition, the leveling queue will correctly display the required roles.
We understand that there are certain skirmishes which are trivial even with a sub-optimal group composition, and that skilled players can get through almost any queue in the random leveling queue with not only a sub-optimal but an incomplete group. However, the random leveling queue is meant to be comfortable for new players to join in and learn how the game works. We made these adjustments so that the basics of tanking and healing would be reinforced early on, and so that the random leveling queue didn't lean so heavily towards only popping a handful of skirmishes because it would always build groups entirely out of DPS.
We believe that the addition of role bonuses along with the community adjusting to the changes over the next few weeks will greatly alleviate the increased queue times. We will continue to monitor the queue times moving forward and make any adjustments as needed, we appreciate your patience in the meantime!
And while at it, you may aswel give me a class change token so i can switch to support since dpses never get any bonuses Nah sorry thats kinda rediculous. What you had to do was move these harder dungeons to the advanced que, increase the IL requirement and the difficulty. This automatically sets these dungeons to require the 'holy trinity' and fixes some of the complaints. RLQ and RIQ are mainly for new players and should be a walk in the park compared to RAQ and REQ. Personally never had any issues with 5 dpses, just use potions and things die fast enough.
You guys always do the same thing. If 5% complain, you punish the other 95% instead of finding a solution that satisfies both ends.
That being said, @callumf#9018 just dont bother with Riq xd, you dont need it to cap your daily AD
Post edited by lardeson on
Lardeson CW not Mage. Where's my fireball and my thunderbolt?
Generally if I was ever in a group which got Merchant Prince Folly or Manycoins Bank Heist, I was happy to abandon skirmish if I could see it was going to fail, and take the 30 min timer hit and go and do something else. And rejoin the queue later. It was never a problem.
You trying to tell me that you never had MPF or Bank 2-3 times in a row? If that so you are RNG blessed....
I don't remember getting Bank twice in a row no.
And with MPF if I did get it twice in a row the second one I would grit my teeth and run it. Only ever failed once since random qs came in. That was a HAMSTER of a run though. Really amusing. Low DPS, no clue what to do. No healing. Trying to take down the t-rex for maybe 10 minutes. Multiple wipes. By the end I was laughing out loud
Hi everyone, thanks for sharing your feedback and thoughts. We know that many of you are frustrated with the increased queue times, and I'd like to apologize for the increased wait times. We made changes to the required roles for skirmishes after looking over the data from the past few months: many groups randomly matched with non-standard group compositions had a lot more trouble with certain skirmishes. If we made adjustments to make those skirmishes easier, they would be absolutely trivial when the queue system put a standard group together, so after much debate we decided to enable role restrictions for public skirmishes instead.
As a result, queue times, specifically for the most populous role (DPS) have increased. In order to alleviate the issue, this Thursday's build will include the addition of role bonuses to the random leveling queue. Players who queue as the role most currently in need for the leveling queue will receive bonus rough AD. In addition, the leveling queue will correctly display the required roles.
We understand that there are certain skirmishes which are trivial even with a sub-optimal group composition, and that skilled players can get through almost any queue in the random leveling queue with not only a sub-optimal but an incomplete group. However, the random leveling queue is meant to be comfortable for new players to join in and learn how the game works. We made these adjustments so that the basics of tanking and healing would be reinforced early on, and so that the random leveling queue didn't lean so heavily towards only popping a handful of skirmishes because it would always build groups entirely out of DPS.
We believe that the addition of role bonuses along with the community adjusting to the changes over the next few weeks will greatly alleviate the increased queue times. We will continue to monitor the queue times moving forward and make any adjustments as needed, we appreciate your patience in the meantime!
That being said, @callumf#9018 just dont bother with Riq xd, you dont need it to cap your daily AD
I haven't maxxxed out my daily AD for months, if not a year or more.
Not that I don't need it, just that real life doesn't grant me the time since they got rid of salvage, to run enough content to get to the daily cap
I'm not sure how many people were really enjoying the content before. The older, better geared, player may have enjoyed the quick RAD. But I don't think newer players enjoyed seeing the same skirmish every day. And if they did get a dungeon, then they probably felt rushed by older better geared players (another common complaint of RLQ).
True there will be less players doing RLQ/RIQ now, but it will be mostly older and wealthier players dropping out. Newer players are likely to be more open to trying tank and heal roles, they will adjust. They might even enjoy the content more now with more varied content and less gods running ahead smashing everything for them.
I think things will work out in the end.
Wishful thinking... but do feel free to explain to new players, that they have a "choice" between waiting for a very long time before getting into a RLQ run or doing the run with a build they don't enjoy playing, and then work their behinds of to get through that dungeon or skirmish for a pitiful "reward" at the end.
Not to mention, what would be the incentive for either new or vet. players to spend or keep on spending money on NWO after this bloody mess?
If a new player wants the sightseeing tour of a dungeon or skirmish, he can create a private group and do that just fine. And if a vet. player wants the perfect group for a run, he can create his own band of merry men too.
If by "working out in the end" you mean the game will lose even more players, then you're absofudginglutly right.
I do believe in killing the messenger...
Want to know why?
Because it sends a message!
5
dread4moorMember, NW M9 PlaytestPosts: 1,154Arc User
Hi everyone, thanks for sharing your feedback and thoughts. We know that many of you are frustrated with the increased queue times, and I'd like to apologize for the increased wait times. We made changes to the required roles for skirmishes after looking over the data from the past few months: many groups randomly matched with non-standard group compositions had a lot more trouble with certain skirmishes. If we made adjustments to make those skirmishes easier, they would be absolutely trivial when the queue system put a standard group together, so after much debate we decided to enable role restrictions for public skirmishes instead.
As a result, queue times, specifically for the most populous role (DPS) have increased. In order to alleviate the issue, this Thursday's build will include the addition of role bonuses to the random leveling queue. Players who queue as the role most currently in need for the leveling queue will receive bonus rough AD. In addition, the leveling queue will correctly display the required roles.
We understand that there are certain skirmishes which are trivial even with a sub-optimal group composition, and that skilled players can get through almost any queue in the random leveling queue with not only a sub-optimal but an incomplete group. However, the random leveling queue is meant to be comfortable for new players to join in and learn how the game works. We made these adjustments so that the basics of tanking and healing would be reinforced early on, and so that the random leveling queue didn't lean so heavily towards only popping a handful of skirmishes because it would always build groups entirely out of DPS.
We believe that the addition of role bonuses along with the community adjusting to the changes over the next few weeks will greatly alleviate the increased queue times. We will continue to monitor the queue times moving forward and make any adjustments as needed, we appreciate your patience in the meantime!
Thanks for the response. As you say, the proportion of DPS has greatly increased. The best question is: why?
Could it be that this is the natural consequence of the (largely) unpopular changes/nerfs to healers and tanks in Mod 16?
Like many NW vets, I play NW less often since Mod16 , play healer less often (boring since it no longer buffs) and have abandoned my beloved GF tank entirely.
TLDR The reason queues are so long is obvious. Fewer people want to play tank or heal. Changing the queue requirements won't fix that.
I am Took.
"Full plate and packing steel" in NW since 2013.
Paladin will be king on the mountain for RLQ! Healer and Tank...
More like dead weight.
"Hey wait up all you guys! Anyone need barriers? Anyone have a boo boo? Hey, hey, you guys - come on, let me hit something! Guys? Guys? Wait up! ...Oh, hey! You left some stuff on the floor here. Don't worry. I got it...some more over here... oh, nice, some quartz!"
It looks like this should be an encouragement for more healers/tanks to get in the game. I know if I started a new character, it would likely be a healer. Personally, I really appreciate how the queue's work now...but I'm not thrilled about wait times either...but I'll deal with it. I've actually been able to finish Nine Gods now that we have an appropriate team! Other skirmishes/etc seem a bit easier as well.
Thank you all for your continued feedback, I greatly appreciate it. I wanted to reply to some of your comments and questions. Although I did not have time to reply to them all right this moment, please know that I have read all of your posts.
Not to mention that the next change you have planed will probably lead to even more frustration on the playerside when some people, that aren't able or willing to tank or heal, simply switch their loadout to those roles to get that rAD bonus.
The role bonuses are currently active on all other random queues, and we generally don't find that the system is abused, because if a player cannot or will not perform their role, and the group needs them to, they will be vote kicked. Even if the group for whatever reason does not vote kick them, they won't successfully finish the queue. In the end, this sort of situation will arise often enough that trying to get the role bonus without performing the role is not viewed as being worthwhile for the AD.
Not only what you are saying, but you also have to remember that any of the classes that also have a DPS paragon will have to choose what paragon to put their investment into. So lets say I am a Cleric or Warlock and I would rather play as a DPS. Why on earth would I waste my AD and resources to make a "healing" loadout so that I can queue faster?
It's absolutely possible for you to decide not to make a healing loadout. Some players will decide it is worthwhile; however, and as they do the queue times will decrease. Keep in mind, that although you're talking about needing to "invest" in a healing loadout, that we are talking about the leveling queue.
A tank or healer should often be more than capable of performing their role effectively enough in any leveling queue for their party to complete it. There's also a lot of discussion about whether the average player is "capable" of performing these roles. Generally, healing and tanking in a leveling queue is significantly easier, with minor failures causing a much smaller impact.
We feel like most players can perform these roles well enough in the context of a leveling queue without much experience, and they will gain experience by trying. Even with inexperienced tanks and healers, the win rates of groups will rise. For some players who make a tank or healing loadout, they may decide that they'll only use it for the leveling queue, where the content is not particularly difficult. But some will also build confidence at performing that role, and try playing it in more content, and consider switching or investing into supporting that second role.
Last night we had a fully formed group and was Qing for REQ and it took somewhere between 5-10mins for the Q to pop. Why is it not instant if you meet the requirements and don't need to wait for anyone?
It is possible sometimes during times of high traffic for the map to server to take a few minutes to spool up a map, but it sounds like this was likely some other issue, so we are going to investigate this issue right away, thank you for the report!
Exactly this. All classes need to be viable. Right now we have both too many people wanting to dps AND dps classes that are broken in endgame (TOMM). This is not going to work out!
Role health can only be improved by encouraging players to play underrepresented roles both by creating a need for those roles, and rewarding playing them. So while you are correct that "too many people wanting to dps" is an issue, in terms of creating an environment where all roles are represented well at endgame, the changes to the leveling queue are one step towards evening things out.
We are aware that not all DPS are performing at the same level, and that this is affecting their viability for the hardest content, and we are working on changes, which Noworries and I have discussed and will continue to discuss in other threads.
I'm not sure how many people were really enjoying the content before. The older, better geared, player may have enjoyed the quick RAD. But I don't think newer players enjoyed seeing the same skirmish every day. And if they did get a dungeon, then they probably felt rushed by older better geared players (another common complaint of RLQ).
True there will be less players doing RLQ/RIQ now, but it will be mostly older and wealthier players dropping out. Newer players are likely to be more open to trying tank and heal roles, they will adjust. They might even enjoy the content more now with more varied content and less gods running ahead smashing everything for them.
I think things will work out in the end.
Thanks for looking on the bright side of things! Ultimately, the random leveling queue is for new players. The bonus AD is designed to encourage endgame players to run one leveling queue a day, to ensure there are enough other players for the new players queues to pop.
We would like new players to see more than a handful of skirmishes, and also to not be put into a situation where the group can't complete the content because the correct roles were not present.
We do understand that for some veteran players, the random leveling and intermediate queue represent a large portion of their average play session, so we are considering that element as well. Which is why we are watching queue times closely, and also looking at adjustments like the addition of the role bonus to leveling queues.
Comments
The bottom line, somewhere in your effort to create more definitive roles for all types of characters you have completely sucked the fun out of playing as a healer, a role that was already a minority in the population. There will never be close to the proportional number of players playing as healers as DPS. DPS is what most people are drawn to, generally.
If you want to increase the number of people who play as healers you need to fundamentally look at how fun/exciting they are to play now and ask yourselves, what can we do to make their role more dynamic and exciting? What can we do (via skills/game play) to appeal to those people who normally play DPS? What can we do to make the role fun?
I have 20 toons and adored playing healing Cleric pre-Mod 16 but now, they just sit on the shelf. Shame.
Just my two pence.
https://www.theholycrusaders.com/
Not only what you are saying, but you also have to remember that any of the classes that also have a DPS paragon will have to choose what paragon to put their investment into. So lets say I am a Cleric or Warlock and I would rather play as a DPS. Why on earth would I waste my AD and resources to make a "healing" loadout so that I can queue faster? The point of running Random queues is to make AD so that you can build your character. Are the devs trying to tell me I need to spend 2x more just to help queues pop faster as a healer than say a HR or TR who do not have a healing role?? Why would ANYONE want to do this? Add on top of this that healing has been nerfed and is pretty freaking boring. So they want me to suffer to make queues pop so that people playing DPS can queue faster and have fun?? My class is deemed SUB PAR as DPS so even if I do want to play as DPS in a random people quit or give me grief because I can't be TOP DPS???? WHAT A FREAKING MESS!!
Back when it was profitable to run multiple dungeons daily I made 8 Clerics and 4 Paladins. This was before the 100k RAD refining limit. I NEVER had a problem finding an immediate group and I made millions of AD. I NEVER had to wait for a dungeon. I could run nothing but dungeons all day if I wanted to, and I had fun. I was a buffer and tank with those characters back then and to be honest it was really fun. MOD 16 arrived and KILLED all but one of each of those characters. I now only run the occasional REQ with premades. I wonder how many others do the same? So now instead of a Cleric and Paladin running several dungeons helping the FLAWED randoms work, I just don't run them at all. Congratulations!
My point is that the decisions made by these developers have killed any reason I had to run more than a few premade REQ daily (at this point monthly, I don't even bother to log in most days anymore except to collect keys.) I imagine that most people feel the same way. To be totally honest I will not run a true random queue at all, because I have these two classes (Cleric/Paladin) already at endgame I can be picky and only run in premades with my friends. SO out of the total number of healers and tanks able to run randoms you can subtract my characters. I bet there are several that do the same thing and feel the same way. I mean why PUG when you are always needed in premades that you know will succeed. Oh, and FYI the people I run in premades with also have healers or tanks in addition to their favorite DPS class. WE just switch up roles so that everyone can have fun. Think about that for a second.
How can they fix it besides what you suggested in your post?
1.Remove the 100k RAD refining limit for Tanks and Healers. This will give incentive for the few that play these roles to run more than one random a day. It will also incentivise people who play only DPS to help out by making a healer or tank.
2. Make all healer and tank gear bound to account. If I am going to invest in a healer/tank build I should be able to use it on my whole account.
3. Put party buffs back into the game! Make being a healer FUN and people will do it more often. DIVINITY MANAGEMENT IS TEDIUM and in no way FUN!!
Very bad.
Trying to force players to play the way "the devs" want them to play has never turned out well in any MMO I have ever played. Players will simply leave for an MMO that lets them play their own chosen style.
You either make tanks and healers interesting to play, and let players choose to do so, or you allow ways to complete content with non-trinity balance.
If players need a trinity balance they can always form a private queue. What you are doing is in effect taking the "quick and easy random queue group forming" option, and turning it into "just as slow as forming a private group".
Damaging the entire process to ensure a small number of queues gets a balanced group is frankly a bad business decision.
i would like to see non-player healer get trigger. restricted 1 per day, to keep from abusing with multiple "bots'
Star trek's away team work fine, if 2-3 players are short, they can summon away team members to fill in.
why? both are still in same company. (NWO-STO)
Companion Powers
Remorhaz's Presence now deals damage based on the player's weapon damage.
Well, they would have to do something similar to all companions, especially tank and healer companions, so that they would become helpfull again in scaled and regular content. I mean, right now there's no point in playing with anything else then an Augment, all the other companions are bloody useless and not worth summoning.
Someone says Tiamat always fails because it's too hard (but really, people didn't know what to do and didn't learn) - the answer is to move it to a higher queue bracket (so more experienced players who get it laugh and go awesome!) It was an easy solution that doesn't actually solve the problem of new players not learning how to run it.
Someone says TWO skirmishes are failing regularly, the answer was to make ALL queues require Tank + Healer + 3x DPS. Rather than just enforcing it on the two that might need it and leaving the rest alone.
In short, never expect a a complete and proper solution to in game issues. The devs either don't know how or don't have the manpower to code and implement anything complex to fix these issues.
They do have time to fix the gate in Malabogs so you can't jump through it though. That was and will forever be the pinnacle of what is actually important to fix in this game. /sarcasm
Guild: Ruathym Corsairs
True there will be less players doing RLQ/RIQ now, but it will be mostly older and wealthier players dropping out. Newer players are likely to be more open to trying tank and heal roles, they will adjust. They might even enjoy the content more now with more varied content and less gods running ahead smashing everything for them.
I think things will work out in the end.
This means that they're getting their daily 100k RAD from more end-game content and they simply don't queue for the levelling queues etc.
Right idea but unfortunately, the wrong motivation for the player. The player needs the right motivation to run the content, something that they don't already have too much of.
If you were to change the rough Astral Diamonds to already refined Astral Diamonds you'll see an uptake in the amount of support classes running lower level content.
Perhaps they earn a token after 10 levelling queue runs which they can use to refine an additional 100k AD for that day.
Something worth-while, something that will be profitible for me to devote my time to, the small amount of Bonus RAD from levelling queues doesn't give the same time-to-reward ratio as other content in the game; you have to ask the question "Why would they bother with content that doesn't yield as much for their time?"
You guys always do the same thing. If 5% complain, you punish the other 95% instead of finding a solution that satisfies both ends.
That being said, @callumf#9018 just dont bother with Riq xd, you dont need it to cap your daily AD
And with MPF if I did get it twice in a row the second one I would grit my teeth and run it. Only ever failed once since random qs came in. That was a HAMSTER of a run though. Really amusing. Low DPS, no clue what to do. No healing. Trying to take down the t-rex for maybe 10 minutes. Multiple wipes. By the end I was laughing out loud
Not that I don't need it, just that real life doesn't grant me the time since they got rid of salvage, to run enough content to get to the daily cap
Not to mention, what would be the incentive for either new or vet. players to spend or keep on spending money on NWO after this bloody mess?
If a new player wants the sightseeing tour of a dungeon or skirmish, he can create a private group and do that just fine.
And if a vet. player wants the perfect group for a run, he can create his own band of merry men too.
If by "working out in the end" you mean the game will lose even more players, then you're absofudginglutly right.
As you say, the proportion of DPS has greatly increased.
The best question is: why?
Could it be that this is the natural consequence of the (largely) unpopular changes/nerfs to healers and tanks in Mod 16?
Like many NW vets, I play NW less often since Mod16 , play healer less often (boring since it no longer buffs) and have abandoned my beloved GF tank entirely.
TLDR
The reason queues are so long is obvious.
Fewer people want to play tank or heal.
Changing the queue requirements won't fix that.
I am Took.
"Full plate and packing steel" in NW since 2013.
"Hey wait up all you guys!
Anyone need barriers?
Anyone have a boo boo?
Hey, hey, you guys - come on, let me hit something!
Guys? Guys? Wait up!
...Oh, hey! You left some stuff on the floor here. Don't worry. I got it...some more over here... oh, nice, some quartz!"
The role bonuses are currently active on all other random queues, and we generally don't find that the system is abused, because if a player cannot or will not perform their role, and the group needs them to, they will be vote kicked. Even if the group for whatever reason does not vote kick them, they won't successfully finish the queue. In the end, this sort of situation will arise often enough that trying to get the role bonus without performing the role is not viewed as being worthwhile for the AD. It's absolutely possible for you to decide not to make a healing loadout. Some players will decide it is worthwhile; however, and as they do the queue times will decrease. Keep in mind, that although you're talking about needing to "invest" in a healing loadout, that we are talking about the leveling queue.
A tank or healer should often be more than capable of performing their role effectively enough in any leveling queue for their party to complete it. There's also a lot of discussion about whether the average player is "capable" of performing these roles. Generally, healing and tanking in a leveling queue is significantly easier, with minor failures causing a much smaller impact.
We feel like most players can perform these roles well enough in the context of a leveling queue without much experience, and they will gain experience by trying. Even with inexperienced tanks and healers, the win rates of groups will rise. For some players who make a tank or healing loadout, they may decide that they'll only use it for the leveling queue, where the content is not particularly difficult. But some will also build confidence at performing that role, and try playing it in more content, and consider switching or investing into supporting that second role. It is possible sometimes during times of high traffic for the map to server to take a few minutes to spool up a map, but it sounds like this was likely some other issue, so we are going to investigate this issue right away, thank you for the report! Role health can only be improved by encouraging players to play underrepresented roles both by creating a need for those roles, and rewarding playing them. So while you are correct that "too many people wanting to dps" is an issue, in terms of creating an environment where all roles are represented well at endgame, the changes to the leveling queue are one step towards evening things out.
We are aware that not all DPS are performing at the same level, and that this is affecting their viability for the hardest content, and we are working on changes, which Noworries and I have discussed and will continue to discuss in other threads.
Thanks for looking on the bright side of things! Ultimately, the random leveling queue is for new players. The bonus AD is designed to encourage endgame players to run one leveling queue a day, to ensure there are enough other players for the new players queues to pop.
We would like new players to see more than a handful of skirmishes, and also to not be put into a situation where the group can't complete the content because the correct roles were not present.
We do understand that for some veteran players, the random leveling and intermediate queue represent a large portion of their average play session, so we are considering that element as well. Which is why we are watching queue times closely, and also looking at adjustments like the addition of the role bonus to leveling queues.