Judged by the participation in the feedback thread, the new random queues are the second hottest topic of Module 12b. And that has a reason, because the system is messing with the ADs that players are able to earn. The random queue is a sweeping change of how rough Astral Diamonds are being generated.
Technicalities: What Changes?
Let’s first talk about the new system and what it actually does. Nowadays the first two dungeons, skirmishes and PVP matches generate extra ADs on any given day. That’s why players that are solely behind reaching their daily rough AD cap normally pick the fastest content, Epic Temple of the Spider and Epic Shoes of Tuern. You’ve surely seen those runs advertised as “2x ETOS/ESOT” or something like that. In a potent group players are able to get close to the 36k cap in about 30 minutes (seals, salvage and daily bonus).
Hello Random Queues
The devs have relocated the daily AD and daily seal bonuses (Cache of the Protector and such) to a so-called “random queue” system. It features five categories that contain several of the existing PVE dungeons, trials and skirmishes. By selecting one of the random queues, a group or player will be matched into a random run of that category. A character must meet the requirements of all consisting dungeons to enter a queue, and a party match the role requirements.
A major daily reward is attached to the first completion of each category, and minor ones for any repetition. Please look up the current bonuses in the official feedback thread as the values are still being adjusted. Additionally the system grants bonuses to roles that are currently underrepresented in the queue. Typically this should be tanks or healers. Groups also receive bonus AD when carrying a new player through a dungeon.
Outside random queues dungeon bosses and chests will still drop salvage and seals by the way. Only the daily incentives move to the new system.
The Random Queue Categories
- Skirmish: all non-epic skirmishes
- Dungeon: all non-epic leveling dungeons
- Epic Dungeon: all epic dungeons and both epic skirmishes; except Tomb of the Nine Gods
- Epic Trial: all epic and normal trials
- Hero’s Accord: Tomb of the Nine Gods
The Hero’s Accord queue always includes the most difficult content in the game and rewards Refining Points and Seals of the Brave instead of ADs and Seals of the Protector like all the other ones.
Why You Should Love the Random Queues
The new system has some pretty distinct advantages and downsides. First of all, players need to run fewer dungeons to get the same amount of ADs. Completing two queues will net roughly the same bonus AD than your former 2x ETOS/ESOT farm. Especially lowbies can probably make more ADs overall by doing the skirmish and normal dungeon queue. I also like that finally all dungeons get a bonus seal reward. It was an integral part of my own dungeon reward system that I proposed a while back. It just makes sense.
Secondly, more characters will be able to get into and finish runs. Having to match the role requirements of one tank and one healer opens up spots for two additional DPS compared to the current meta of running with four support GF/DC/OPs. The Master of Flame buffer suddenly becomes a coveted “DPS” in random queue groups. The queue should fire faster when playing solo, the role bonuses make sure there’s always enough tanks and healers present, and a leaver penalty and new vote kick restrictions add incentives to finish rough runs. Additionally an account unlock for dungeons makes it easier for alts to enter queues.
The devs in the meantime get rid of a lot of dead group content. For daily ADs players obviously chose the fastest path so far, now the randomness gets adds a lot more variety to daily runs.
Why You Should Hate the Random Queues
Which brings to the negative aspects of the system. Because more randomness also means players can no longer control what they want to do, at least in terms of AD generation. If you’re solely after the daily bonuses, some dungeons are not very time efficient compared to the old system. If the content you get thrown into is painfully long, then having to run less of it for the same ADs still doesn’t help. Let’s say you hit Illusionist’s Gambit, a long leveling dungeon and Spellplague Caverns. Ouch! Even in a competent group that’s probably 45+ minutes whereas the former “2x ETOS/ESOT” farm only took 30. Granted, on other days you’ll get Tuern or Spider for a very quick daily gain. Why are ESOT and KR still in the “dungeon” queue by the way?
Since you can’t run within your super-buffer party, I’d still say it’s probably a slight nerf to high-end AD generation. Will players even fancy the “Epic Dungeon” queue if they can draw a blank? Or take the leaver penalty and switch toons? And what about Hero’s Accord T9G completions? I’m not sure groups will really take on the struggle to complete the dungeon with one tank and healer.
A Mixed Bag
Overall this makes it a mixed bag for the players. I think most should be able to profit, but the endgame folks are unnecessarily being limited in their effectiveness on multiple fronts. In their daily runs they are neither free to choose the fastest content nor the best group composition. It’s a bit hard to forecast how the system will develop on the live shard however. So I guess we’ll have to wait and see.
What’s your take on the random queues? Do you think you are going to profit or suffer from them? Share your thoughts in the comments below and visit the corresponding thread on our message board!
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