We’ve been creating various modifications and updates to the queues, in certain the Random Queue technique. These modifications had been produced accessible on the Preview server this previous weekend and had been noted in today’s Computer reside make Patch Notes but we wanted to recap what these queue adjustments entail:
The Random queues have been suffering from a couple of major troubles. The very first was time vs. rewards. Time incorporated all round length as properly as all round toughness. These variants triggered scenarios exactly where content material in the queues was becoming avoided, producing loops exactly where a smaller sized set of maps had been having played more than and more than. In this setup, players are not having to encounter the breadth of the gameplay accessible, and it begins to get samey, and that is not enjoyable.
We have produced a huge work to bring the skirmishes and dungeons into a lot more constant time and challenge levels inside every single of the queue categories. They are not all dialed in, but a lot closer. Here’s some of the points we’ve changed in the Random Queues.
Initially, we reorganized the queues by content material variety, to improved inform you of the content material you want to play. We now have a Skirmish Queue, Dungeon Queue, Epic Dungeon Queue, and a Trial Queue. Low level skirmishes will at the moment be removed from the random queues as we appear at improvements we can make to that content material to make it match improved inside the queue structure.
Second, we also discovered results prices of queues wanting, which is why we introduced the Roles into all the queues. This really triggered a lot more challenges for players, so we have adjusted this back and realigned the queue categories. With these new reorganized categories, roles are no longer needed for the Skirmish queue (or CTA’s), when the other queues nevertheless call for a tank, healer, and three dps. Shores of Tuern and Kessell’s Retreat have been moved to the skirmish queue category of content material as they improved align (and had been initially produced as skirmishes) with other skirmishes than with Epic Dungeons.
Third, we adjusted various skirmish and dungeon maps with the purpose of bringing the typical completion instances closer with each other across a provided queue, in order to permit all maps in that queue to be a lot more equally rewarding. Time played for rewards granted is the accurate purpose of this, so that you will be capable to improved pick out your queues primarily based on your game play designs and time. We’ve produced a fantastic set of modifications that really feel fantastic but this will be an ongoing set of adjustments as we see how the completion time and results prices evaluate across a provided queue.
Fourth, we have adjusted and enhanced the AD rewards on the new Random Queue groupings to deliver a a lot higher bonus for Trials and Epic Dungeons than for Skirmishes and Dungeons, in order to encourage players to play a lot more of the content material that is balanced for their character. To incentivize this, the rewards for greater-finish queues are higher for time played than the shorter queues.
This reforming of the queues enables us to standardize the skirmishes and dungeons moving forwards and develop the alternatives of content material in queues and events. In the end, our purpose right here is to improved inform your alternatives as to how you want to play the Random Queues and give you the queues that very best match your play style.