The game is getting very frustrating to play anymore for several reasons. One is the random queue. There are many issues with the random queues.
You have probably heard this before, maybe many times before but it is very frustrating doing a random queue when your party MUST be made up of 1 healer, 1 tank, and 3 DPS. If I have a full party, I should be able to go into a random queue as is regardless of party make up. We know the dangers of doing this.
People abandoning instances: Tonight, Tiamat was abandoned 2 times from other people in the group. We were left with just my party of 5 which I brought with me.
Went into temp of the spider and our DPS was nerfed because our item levels have been reduced in the dungeon which then nerfs our DPS.
Why can't you just let us go in as we are and have fun. It's only a game and it has gotten so frustrating to play it anymore because the nerfing is so off.
Thank you...
14
Comments
I do not get frustrated because I just don't do it (because based on "random" players' nature, I knew I would).
One argument that was made was about how one dungeon could be completed in x amount of time that gave x reward and another dungeon would take longer that gave the same reward. Instead of matching the reward with the time required to complete, or the difficulty, they decided to try and increase the time required to meet the time required for the other dungeon so that both would require about the same amount of time to complete them for the same reward.
So how did they make this happen? They added in gates and more gates and more gates. From Cryptic's perspective this sounds like a acceptable solution but from a player's perspective it is the worst solution. It is just plain silly.
The down scaling that occurs impacts some classes more dramatically because their base scores which their other stats are built off of are different so their ratio from when they are "weak" to "strong" are more impacted by down scaling. It becomes clear if you run a cleric. In content where there is no scaling compared to dungeons with down scaling you can see the performance in the down scaled dungeon is more drastic than the "harder" dungeon. The non scaled dungeon technically should be harder than the down scaled dungeon but it's not.
This is why players have frustration when running older dungeons. The rewards are not even there for the increase in time and difficulty. So what is even the point in running them? There is NO reason and it's becoming clearer and clearer to the player base. This is why players leave, because if failure results in zero reward then leaving also results in zero reward and when the actual reward is 90% of the time just Refinement Points and Rough AD, you are better off leaving.
Not game changing, and many people don't care, I get it.
But for every RTQREDQ there is a good and fun etos run dying somewhere
I know there are people running older dungs for the fun, and some for some kind of reward, but all in all I have issues with the "what why would you queue elol?? I run RTQREDQME and am done for the day"-mentality.
Alright, alright, I remember edemo multi runs, but still, if I enjoy doing that, I enjoy doing that. Why are people paid so much for queuing til they get MSVA or edemo...
RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
Seems like @greywynd doesn't care about that
Maybe thats a topic for the next CDP. If the individual dungeons are more rewarding (uniquely rewarding, too?) that won't be as much of an issue anymore. "I still need to run cn for thisthisthat or tong for thisthisthis". Shame we don't have more consistent rewards.
The way it stands, you should be able to fill a party with needed roles, no matter if you need it or not, if you are already forming premades.
Where is running dungs for fun?
Take Malabog's castle. Before Mod 15 it was (arguably) the easiest epic dungeon.
Crappy rewards (lowest tier of level 70 artifact equipment), very long, but easy to do.
Obviously it was an "entry level" dungeon for new players with low IL, just learning the ropes.
For very low IL players the long run time and the comparatively bad rewards were still OK, because the dungeon was doable at their IL and they could earn some equipment that would sometimes (very moderately) increase their IL.
After MOD 16:
Malabog's castle has become one of the most difficult and tedious dungeons among the epic dungeons due to scaling!
The reduction in player's stats due to scaling becomes worse, the lower the (intended) item level of the dungeon.
Malabog has among the lowest intended IL for all epic dungeons, so scaling hits the players most here.
The results of scaling are the following:
- The intended audience for this dungeon never even comes close to the stat caps due to excessive scaling.
- Even players with an IL far higher than the intended IL (say 18k) fail to have their stats capped
- in order to cap your stats - when scaled in a dungeon with low intended IL - you need to be very wealthy (e.g. exactly the opposite of the intended audience: you require a large selection of epic/legendary companions, epic mounts and insignias).
- a typical Malabog run takes 30 min, (and often two attempts, because of bugs such as stuck mobs)
- the run is slow, tedious, not fun, hack and slash through mobs, mobs mobs and mobs
- The rewards are the worst, in fact they are even less useless than they have been before MOD 16.
So MOD 16 brought us:
- a massive increase in difficulty (due to scaling),
- but the rewards are even less useless than before (also because of scaling).
Similar problems exist in the other low tier dungeon, such as eToS, eLoL, VT ...
The difficulty vs. reward ratio of many, if not most epic dungeons is completely out of proportion.
Who in his right mind actually wants to run Malabog, EToS, etc. ?
These dungeons are only run, because the devs decided to leave them in the random queue.
It really does not make sense to
- "make low level content more challenging" (so that level 80 players with 18k+ IL have a "challenge") and at the same time
- "have the worst possible rewards" (the lowest tier of level 70 equipment, worse than any piece of green level 80 equipment)
If scaling is to be meaningful, the rewards need be adjusted, so that they reflect the challenge level.
Currently the reward / challenge ratio is actually inverted for the old dungeons:
The older the dungeon gets, the less its intended IL, the harder the dungeon becomes due to how scaling is implemented.
Currently it is fair so say (for the random dungeon queue): The more difficult and tedious, the worse the rewards.
It should be just the other way around.
The ill-conceived reward system and the bad implementation of scaling is killing the fun.
Please change. Please make "challenging" content worthwhile from the point of view of rewards.
And at the same time being rewarded with a million AD ring
Do I miss 3 minute ETOS? Yeah, but the current time to complete the dungeon is because of scaling, not hard stops.
Scaling is BS, nothing else to say.
The problem with not requiring 3/1/1 in random queue is the group will most likely fail.
Jade - Cleric - Healer Main - The Freak Core - Xbone
Magnus - Fighter - Tank for queues - The Freak Core - Xbone
Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone
Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone
I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone
Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone
Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Jade - DC - Shadows of Gauntlgrym - PC
I know it's frustrating when one member or members of the party takes off and sprints way ahead of everyone else, particularly new (new-ish) players especially when that sprinting player(s) outrun mobs and the following players are left to deal with them on their own. Thankfully that doesn't seem to happen as much as it did a few mods ago but then many of the speed runners decided they weren't going to slow down (even though they could) and appeared to be unconcerned about how their actions effected the rest of the party (even though they should have been) so the devs took that option away from them...
All for the best as far as I'm concerned, especially in many of the lower level dungeons.
1. Do not play new content right the way when it has just launched. Stay clear for few days.
2. Do not login right the way when it has just patched. Stay clear for a few hours. (I know I will never get the goodie such as legendary mount.
3. Come to forum to check what it messed up before putting hands into it.