In GZemnid Reliquary I noticed someone with 30,000-a rogue barbarian whose strength was like 29 but still. There were others with 3 something and 4 something which makes no sense, since it is a part of the mod 25 which requires 55,000 to play it. And you have to win a Gzmeneid trial for a quest there and I have played that 6 0r 7 times but it never goes through. Ive stayed in it for a really long time but I have to have someone who lasts all the way through or rather a group who stays the whole time. Why do they let people who would have a hard time at Castle Never in there, it wastes their time and everyone elses?
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2. Gzemnid's Reqliquary is not considered by Cryptic has a really hard dungeon. Gzemnid's Reqliquary (Master) is and it requires 80K item level.
like the master Spider is in the Northreaches?
And then display the scaled item level, stats and percentages when inspecting a character. Should end the discussion because queues should become a little bit easier and you cannot blame failures it on item level alone, at least not in a pug. The "real" item levels should still be displayed within a queue group.
I run 3 toons at about 75k item level and all are capable of finishing Gzenemids reliquary [normal] if we get an average item level of around 65k. I have been in a pug that melted most of the content in that trial.
Remember in the early days CoK was almost impossible to complete, as was the new Tiamat and the new Demo...
And those were mostly due to low output DPS and/or not understanding the mechanics/tactics.
So yeah raise the min IL to something a bit more realistic +1 from me
Yesterday I've met a 78k IL "tank" in LOMM who did 0 damage, mitigated 0 damaged, got healed for 0 up till Arcturia. By the boss he couldn't held aggro for 2 secs (at-willed which didnt even reach the boss). On road to the 2nd boss he was running/standing behind the group and didnt aggro mobs, waited till the party cleared them and started running behind us. When we entered to the 2nd boss, he straight ran into a corner without touching the boss. Finally the time has come for the well deserved kick for him and found another tank and finished the dungeon succesfully. I could bring up example, when random puted together with a 46k tank and he was performing perfectly (years of neverwinter gaming experience was shining).
If your experienced neverwinter player, inspecting the character will tell alot what the owner will be able to do on the journey. When I inspected the previously mentioned "tank" I already knew that we wont be able to pass by 2nd boss with him. No running aggro ring, all the latest shiny 2k legendary items from campaign shop with the miniboss rings (which having nothing to do with the class role) is already a bad sign nowadays. Its good for nothing, but for bumping up IL. These having no synergie. I can throw items on my character and hit 84-85k, but it performs worse then it is with 79k IL. And people inviting others into specific channels by inspecting the character and checking for IL.
What I wanted to share here is my personal view, that in my opinion, even if the minimum IL gets increased, its still not a guarantee that harder dungeons will be completed with higher success rate.
But it also goes the other way: If you have a low IL you will not be able to push a high dps. (Best IL is a few k below absolutely max since you should pick some items that have good effects but come with lower IL)
You need all factors to be correct in order to do really good dps.
Personally don't agree with having to pre-group to try and help garner success, though if you don't, sometimes it's a toss up.
Dungeon content arguably still isn't "balanced". Personally would not trust a complete at ilvl group to finish content effectively.
Players can queue for high end content will low stats and absolutely zero knowledge of mechanics, it's wild. If the higher tier players began to solely queue with each other there would be quite the uproar, though would also expose the bad content balancing. It's like the devs put content balancing onto the shoulders of the high tier players...
“There are changes that can be made that don’t require coding...” - TriNitY
"No amount of coding will change human behavior" - TriNitY
Ongoing Issue: Legitmate Players Banned for Botting (Console) and the Future for "Dedicated" Players
Suggestions: (Implemented) \/\/ Rearrange Character on character Select Screen
Its the rule of MMOs, when pugging becomes risky, players take it on themselves to find a solution.
Example; I occasionally Pug as tank or heal [the quickest way to get in a pug] but the queue for this is taking longer and longer now.
“There are changes that can be made that don’t require coding...” - TriNitY
"No amount of coding will change human behavior" - TriNitY
Ongoing Issue: Legitmate Players Banned for Botting (Console) and the Future for "Dedicated" Players
Suggestions: (Implemented) \/\/ Rearrange Character on character Select Screen
https://www.windowscentral.com/neverwinter-chat-guide
“There are changes that can be made that don’t require coding...” - TriNitY
"No amount of coding will change human behavior" - TriNitY
Ongoing Issue: Legitmate Players Banned for Botting (Console) and the Future for "Dedicated" Players
Suggestions: (Implemented) \/\/ Rearrange Character on character Select Screen
Like what every experienced player said, it's about execution.
Also the right gear build. Some unique quest items (low level gear) had like 3% - 5% rating boost in two stats.
I do try to do premade groups on this but I have not the patience as I only do the plus thing once in PE and then go off and do something. Currently, doing the drider thing for my HR, TR and Paladin as I want them to have all boons as well or at the very least a few more boon points than my other alts. As the new mod comes out soon that basically means not a lot of time to do this.
Most of the premade groups I do join are usually through the Alliance chat which implies that I should probably make an effort to have a few more Alts in the active alliance.
The IL number has two different effects:
* It directly is used to calculate your base damage and hp
* But it also says how developed your stats are. Higher IL means you have shifted more stats from useless to useful stats
When you are scaled your base damage and hp parts are modified, but your stats are not - and they matter a lot.
So even scaled, low ILs means that you will not perform as well as someone with higher IL - assuming correct builds for both.
In addition a low IL usually also means less game experience and less resources so more likely you have a suboptimal build.
In short: Low IL means lower performance ALSO in scaled content. And we see this again and again in queues.
For RTQ the usual situation is that you got a few experienced high dps people carrying the run, and then a backfill of fairly useless new people. The difference in dps between experienced and new can be 3:1. Same problem also for tank and heal roles.
PUG RTQ is a big gamble - if you get grouped with mostly new people you will struggle. In particular if those new people are the tanks or the healers. If you get a few experienced players in the right spots, it is a breeze.
That is not necessarily true I have seem many high IL players with terrible stats, and iv seen low IL people with good stats, it very easy to raise your IL and still have useless stats
Also if your a big enough whale you can start a new game a buy your way to high IL so high IL doesn't mean your more experienced either, my god if I had 10000 ad for all the times I met 70k+ who don't know mechanics of dungeons like spellplague and ravenloft I'd be a very rich player
If you look at a standard gear item(there are a few exceptions), the changes that gear item will do to your *percentages* across your main stats will sum up to 0 (Assuming no capping etc). You get a big plus in a few stats, and a small minus in a lot of stats(from increased total IL) so the net effect is shifting percentage points from some stats into the stats that you want.
Just look at a few items and do the math yourself. Most items will give a net 0 change to the sum of your percentages across the 15 main stats.
An high IL player will have better gear that shifts more points from undesired stats to the important ones. How much percentage points is shifted by an item depends on the items IL.
This is why high IL players will perform better also in scaled content. It is true you can mess up your build by allocating stats badly. However arguing with such edge cases has no weight in general. Most players have reasonable builds. If anything low IL people are much more probable to have bad builds than high IL players since the high IL people usually have more time in game.
I am running a lot of RQs and I see a very clear correspondence between low gear and low performance. I never see low IL people anywhere near top dps. But I do occasonally see high IL people with disappointing low dps.
Basically, I try to only increase my item level when my key stats are hitting their caps.
And I almost always PUG for RTQ and RSQ. Yes the queue can take a while to pop, and yes the groups are often full of new people... but every more experienced player who queues up for a PUG will be helping to improve the situation, so I think that's worth doing.
Mostly it's fine... sometimes it takes a couple of goes, occasionally there's a day where I don't complete it (all the attempts fail).
Yesterday the group was determined to start demogorgon with seven players... and that went as expected
Trying to learn the mechanics of some of the boss fights for the dungeons in the RADQ is not something that can easily be learned, and will probably result in multiple wipes, until you understand the 2-4 mechanics the boss fights have, and there are 3 boss fights each dungeon.
Get on youtube, look up dungeons, there are several people over the years that have done tutorials on how to do each of them. Don't show up and expect to be taught.
However please understand that people that do not know what do to in RTQ and RADQ is a big problem and can easily wipe the team. You need to know at least basic tactics.
Some specific advice:
* Read chat. There is nothing worse than having a new person in the group we cannot communicate with. That is actually the only thing I will votekick for: Not being able to communicate.
* Tell the group from start you are new and ask for instructions. It could get you kicked immediately(there are enough HAMSTER around) but mostly someone will take time to explain.
* Consider if you are ready for this. The entry limit for RADQ is 35k and for RTQ 30k. That is WAY too low to be useful. Maybe stay with Skirmishes and RDQ at least until you are past 50k or so. You should not both be a training problem for the team AND not contribute anything.
* Reading up on the dungeons up front is a good idea.
* See if you can find a helpful guild
* And I repeat: READ CHAT!!
I run a lot of pickup RADQ and RTQ, and the biggest problem I see is not being able to communicate. As long as we can reach new players explaining the basics is doable. A lot of people do not read chat though.
Note also that some people are NOT GOOD AT TEACHING. The YouTube videos are usually pretty good at showing you what needs to be done. But sure, go on expecting everyone to donate their time to the person that doesn't show any respect to them.