For several months (if not years) it seems Neverwinter Developers have been playing around with Random Dungeon queues in an attempt to improve them... From what I can tell, other than keeping the same content and making it more difficult, (with the exception of the Temple of the Spider) the wait time to queue a Random Dungeon seems to have been ridiculously extended. What used to be an average wait of a couple of minutes now claims it will queue in 5 minutes which usually turns out to be 10-12 minutes...
Why are random queues taking so long to pop?
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IMO if a game doesn't give you the tools to "get good" within the game it's a sad situation. Telling players they need to go watch YT vids and/or read up is a cop out. There should be an easier way in game to become a good healer and/or tank within the actual game alone.
Healing/tanking stopped being fun.
And yea, it's usually no tanks. As a healer I can sometimes still wait for a fair while for it to pop, but since I started playing tank it's very fast.
I can't say with any authority this is part of the problem but it might be worth someone looking into once in a while.
To speed getting into queue many choose to build groups in PE. As a support I can generally hop in a premade group quickly, survey the players to get an idea of what I’m getting, hopefully bettering my chances of a smooth run.
I suppose others may think like me. Making queues take longer because we aren't solo queueing to fill those roles.
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
As many mentionned, tank and healer roles aren't played as much as dps (there are far not 1 tank and 1 healer for every 3 dps), because it is usually considered not as fun as dps. Many players still develop a "pocket" tank/healer, but it is mainly to be able to provide the lacking role for guild/ally premades (so you won't see them in full random party).
I would add that the dps role flatters our individualistic and competitive mindset while the tank and healer roles lean toward our altruistic penchant. But in general, we are far more individualistic than altruistic, and in a video game situation, even on a MMORPG, we want to be the hero, the one who ultimately kills the big baddy, the one who defeat the most formidable foes. We don't want to be the sidekick whose actions created the situation that allowed the hero to deal the ending blow.
Which is quite an irony because in fact, in Neverwinter, the healer and the tank have a much greater responsability in the fail/success/consummable economy in a dungeon run than any individual dps.
But you know, players who want to take the most responsability aren't the most prominent population in any MMORPG, you just have to look at how many players lead/coordinate/organize/guide/accompany and spend time for others rather than mostly for themselves in the average guild/ally, and you will have an idea of the ratio. Most of us just want to have fun, not make it so others can have fun.
I have returned to Tanking and its a lot more fun than button mashing as a DPS by rolling my face across the keyboard and holding down the left mouse button
But it means that in solo content my DPS loadout is pretty weak to say the least.
Back on topic yeah, if you PUG as a Tank or Heal you almost instantly get in a q, or as already stated, go to PE and ask to join a q there. Its mostly fun and you get to play with some great players!
Experienced players will fight dragon at low item level to obtain mythics, so naturally they look for strong friends to run ancient as priority. Since they add each other for dragon hunts, they naturally invite each other for fast rtq / radq / rc runs.
I think what I'd like to see is moving the Heist, Fangbreaker, and ToS into RADQ and let Skirmish and RDQ be run with 3-4 DPS, and 1-2 Healer/Tanks. None of the remaining dungeons really requires the holy trinity because it's just killing mobs without serious mechanics. You could probably also say 3-4 DPS, 1 Healer and 0-1 Tanks because the healer is more important.
We have a similar issue in the RTQ where Cradle, Svardborg, and CoK are pushovers and the other three considerably harder due to mechanics. So I think Tiamat, Gzemnid, and Demo need to get tuned down, especially since RTQ doesn't give that many RADs any longer.
That way you have fast queue times for easy content and can consider making RADQ premade-only to show that you have to know your stuff to be able to complete that queue.
Private channels are the direct consequence of an imperfect queue system that suggests item levels way below what you need to complete the dungeon. Or let's say it suggests items levels at which players usually lack the experience to complete more difficult content.
MTOS is endgame. You can't just pug into it and expect to complete it. It's one of those dungeons that you shouldn't be able to publicly queue for, just within a premade. Because not only do you need the item level, you need an actual build. Same for VOS and the Master Trials.
I think channels should be search-able via the social tab just like guilds etc. and their operators should be publicly listed so that you can pm or mail them to get in. I took a hiatus a few years back and tried to get into VOS Completed. It was such a pain because people are so hush-hush that you have trouble even finding someone to connect you to an operator unless you're in the right guild or alliance. If you get in early when these channels are being advertised on zone, it's going to be an uphill battle.
Personally, and i know it's not a popular idea, i'd have the whole playerbase in one queue system.