Since mod 22, I've played epic demogorgon 7 or 8 times. All ended in dismal failure for the group. The portals duplicate and players are overwhelmed by the large number of spawned enemies. One loses 30 min either whether one tries to play it and fails and by abandon instance. Take this trial offline until it matches abilities of the random player base.
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Answers
I basically can confirm, what the members beforehand said. Also feedback from my guild and many other players indicated this. Most of the time, people just sit the 15 minutes out or they immediately leave. There are some exceptions though. Yesterday I had a group (playing as DC Heal), that really played the mechanics and we completed it. Just...the run took a whoppin 50 minutes and the experienced supporters had a very hard time keeping this up. So, this trial lowers the completion rate of the RTQ a lot and many players are frustrated from what I heard.
Greetings
Sin
That can be due to poor builds, poor game play or just the toon isnt geared up to do enough DPS.
I can more or less tell that if 2 or 3 dps are below 50k its going to fail, or at best take 45 minutes.
Phase 3 is a DPS check and withotu enough DPS you wont pass.
The trial was designed to need cooperation (some dps on portals, some on demo, tank swapping), and that's the reason you are failing. If you get a run that succeeds it's almost certainly because 1) a tank is solo'ing it and 2) a party of 5 people that know what they are doing queued for it.
The difference between demo and the other trials is it's harder. Tiamat used to need cooperation as well e.g. lining up at the different doors to indicate which gem, hopefully it and the others will get reworked to make them full again.
This isn't meant to come across as a "git gud" post, but these dungeons/trials shouldn't just be "let's get my rAD". You should need to worry about mechanics, best use of your class. what %s are important and scaling (I see lots of people running around with the new mod22 gear. Nice IL, but it doesn't mean you will do better in scaled content).
If these things are a problem then that's one of the things any decent guild will provide. Or even just asking in PE (there are a lot of nice people in this game, it's the only reason I still play).
And lastly I think it's long past time to rethink the composition (and number) of random queues generally. The difference in difficulty amount the various dungeons and trials gives credence to the idea that there should be more levels of queues than "basic" vs. "advanced". That might be one temporary improvement. Much better approach would be to examine the concepts of RAD generation, the goal of game designers and players with respect to random queues and how their effect on game play, game play rewards (because chest content has always been a major gripe), and perhaps what style of game play everyone actually wants.