Jujube
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So after having played through OBT and the new dungeon finder feature, I'd like to share some of my experiences. I played to 32, on 2 servers one as a Warrior and the other as a Lancer. I queued for SM starting at around 27 and used it all the way to 32, did about 30+ runs. I ran with many party configurations and queued with one, two and three others to check queue times and results.
Solo queue:
Seems to result in slightly longer wait times, 10ish min queues. However, when queueing as a warrior, I would be kicked from the group as soon as a entered more often that not if the people who entered were 4 guildies. The only party configuration the dungeon finder looked for when queued as a "DPS" class (since dungeon finder doesn't let warriors queue as tanks) is a Lancer, Mystic/Priest, and one of the other "DPS" classes. Since the two other DPS classes also use leather, leather users may experience kicking more often. The dungeon is easy enough to duo/three man and they are there specifically for loot so there is no reason not to kick the 4th player.
When queing as a solo Lancer, the queue times were INSTANT so i thought this was a good sign for solo tanks. I figured hey if they kick me now they might have a tank so it's going to occur less often right? Wrong. Many 4 man groups that queue kick the Lancer because they brought a competent Warrior. While most groups will do so at the start and not leave a reset timer, MULTIPLE times I had a group kick just tap the first mob and then maliciously kick OR more commonly, wait till the right before the last boss just so they can be guarenteed the gold drops.
If you queue with a 4 man and have a competent Warrior, no reason not to kick the lancer (at least be nice and do it at the start).
Duo Queues:
Queue times were shorter than solo queues for the Warrior, at most 3 mins. Fastest queues were as a Lancer/Healer combo, instant or near instant. The kicking in this situation was negligible, the dungeon finder seemed to give priority when we selected "willing to be party leader" as opposed to solo queue.
Three-man Queues:
Same or similar experience to the duo queues.
Four-man Queues:
Queue times were short, under a min/instant during prime time. Here is the issue, Out of ten completed runs of queueing with four, we maybe finished one or two runs where we didn't end up kicking the random. For the most part, it wasn't personal and we did it right as we got in so they didn't get the timer.
I remember one run when our random was a Lancer (I was on my Warrior), we let him stay because we had no other plate user. The lancer would pull EVERY room, only 2 or 3 mobs at a time and slowed the run considerably, we ending up just pulling and tanking everything ourselves. We get to the final boss and guess what it drops? A lance and plate gold for the useless lancer, awesome. Tried another run with the same set-up, Lancer was slightly better however, the last boss dropped plate again and another weapon for class not in group, Lancer won both.
Why am I letting this random player stay if they slow things down and end up potentially taking all the loot we specifically came here for. Needless to say, we never let the random player stay ever again. This seemed to be how most of my guild and many other people I spoke to (who ran with small groups) felt.
Self-made 5 mans:
1 hour reset timer, enough said.
TL:DR - Why does the dungeon finder give this bonus again? It's not because PUG's taking 30 mins longer. It's just [explicative] solo players by incentivizing four man groups to use it and then kick.
Solo queue:
Seems to result in slightly longer wait times, 10ish min queues. However, when queueing as a warrior, I would be kicked from the group as soon as a entered more often that not if the people who entered were 4 guildies. The only party configuration the dungeon finder looked for when queued as a "DPS" class (since dungeon finder doesn't let warriors queue as tanks) is a Lancer, Mystic/Priest, and one of the other "DPS" classes. Since the two other DPS classes also use leather, leather users may experience kicking more often. The dungeon is easy enough to duo/three man and they are there specifically for loot so there is no reason not to kick the 4th player.
When queing as a solo Lancer, the queue times were INSTANT so i thought this was a good sign for solo tanks. I figured hey if they kick me now they might have a tank so it's going to occur less often right? Wrong. Many 4 man groups that queue kick the Lancer because they brought a competent Warrior. While most groups will do so at the start and not leave a reset timer, MULTIPLE times I had a group kick just tap the first mob and then maliciously kick OR more commonly, wait till the right before the last boss just so they can be guarenteed the gold drops.
If you queue with a 4 man and have a competent Warrior, no reason not to kick the lancer (at least be nice and do it at the start).
Duo Queues:
Queue times were shorter than solo queues for the Warrior, at most 3 mins. Fastest queues were as a Lancer/Healer combo, instant or near instant. The kicking in this situation was negligible, the dungeon finder seemed to give priority when we selected "willing to be party leader" as opposed to solo queue.
Three-man Queues:
Same or similar experience to the duo queues.
Four-man Queues:
Queue times were short, under a min/instant during prime time. Here is the issue, Out of ten completed runs of queueing with four, we maybe finished one or two runs where we didn't end up kicking the random. For the most part, it wasn't personal and we did it right as we got in so they didn't get the timer.
I remember one run when our random was a Lancer (I was on my Warrior), we let him stay because we had no other plate user. The lancer would pull EVERY room, only 2 or 3 mobs at a time and slowed the run considerably, we ending up just pulling and tanking everything ourselves. We get to the final boss and guess what it drops? A lance and plate gold for the useless lancer, awesome. Tried another run with the same set-up, Lancer was slightly better however, the last boss dropped plate again and another weapon for class not in group, Lancer won both.
Why am I letting this random player stay if they slow things down and end up potentially taking all the loot we specifically came here for. Needless to say, we never let the random player stay ever again. This seemed to be how most of my guild and many other people I spoke to (who ran with small groups) felt.
Self-made 5 mans:
1 hour reset timer, enough said.
TL:DR - Why does the dungeon finder give this bonus again? It's not because PUG's taking 30 mins longer. It's just [explicative] solo players by incentivizing four man groups to use it and then kick.
Edited by: Jujube
about 1 year ago