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As part of our massive preview of Neverwinter’s next module Ravenloft, I’d like to go over the dungeon and random queue changes today. After the introduction of the new queues in Swords of Chult, the devs will further tweak the system in Module 14. Some stuff is related to the Astral Diamond refining cap changes, but the queues are also reorganized in a more logical way. So what changes for players starting June 26th? Let’s find out!
New Queue Categories
First of all the devs responded to the claims of players that random queues in their current form don’t make tons of sense. Especially the “Epic Dungeon” queue can be tricky for players as it combines fairly easy content with endgame challenge. That led to most groups abandoning certain content, which is not how the devs intended the queues to work.
Which is why the categories are reorganized by difficulty:
- Leveling Queue: All pre level 70 content as well as Illusionist’s Gambit (Master) and Dread Legion.
- Intermediate Queue: All level 70 content up to item level 9000. This includes Merchant Prince’s Folly (now item level 9000), but not Demogorgon (Master)
- Advanced Queue: All level 70 content between item level 9000 and 13000, as well as Demogorgon (Master).
- Expert Queue: All level 70 content item level 13000 and above. Currenly that’s Castle Ravenloft only.
Overall this feels like a more logical pairing and should lead to players abandoning content way less, especially since the leaver penalty will be account wide. So if you’re queuing into content, the incentive to actually play the random dungeons goes up.
Changes to Rewards
Additionally the rewards for random queues will be changed. In conjunction with the Astral Diamond tweaks, random queue rewards are now per account per day. The payout in the meantime was significantly improved:
- Leveling Queue: 8,000 AD 60 Seals of the Brave (Repeat: 1,000 AD / 20 Seals)
- Intermediate Queue: 12,000 AD 100 Seals of the Brave (Repeat: 2,000 AD / 30 Seals | Role Bonus: 2,400 AD)
- Advanced Queue: 15,000 AD 120 Seals of the Brave (Repeat: 3,000 AD / 40 Seals | Role Bonus: 3,000 AD)
- Expert Queue: 2,500 RP 20 Seals of the Crown (Repeat: 1,000 RP / 10 Seals | Role Bonus: 5,000 AD)
The Seal of the Brave will by the way get its current weekly cap removed. So everything attached to these seals will become much more obtainable and contrary to what others have suggested, this is not a major nerf to salvage. The dungeons that currently drop Seal of the Protector will still do so, and additionally get an injection of RP, as the picture of the Lair of Lostmauth chest on the left shows. It might not feel like much, but 1,000 per run can add up to become a nice source of refining points over time. I’m not sure whether more difficult dungeons drop more by the way. I have run both Lair of Lostmauth and Kessell’s Retreat and they dropped 1,000 from both chests.
What Does It All Mean?
Most players are now probably interested in what this all means for their daily random queues runs. First of all you obviously will only run each queue once with your best main to get the daily rewards. In case you’ve build up a sizeable alt army to farm randoms, sorry. On the other hand you should have much more time doing other stuff, which could be a plus. Don’t forget random queues are not the only or actually the best way to earn ADs anyway. Additionally the items attached to Seals of the Brave will basically become the new standard. With Module 14 the gear progression fully moves up to Chult and Ravenloft.
Right now only two queues are really in the daily rotation of players and I unfortunately don’t see this changing in Mod 14. Nobody is going to play Castle Ravenloft with a subpar group for measly 2,500 RP. And I’m also quite certain the “Advanced Queue” won’t see much action based on its cost-benefit ratio. So it’s probably going to be the two easier ones plus salvage runs for most players to reach their daily caps.
Advanced Queue Still Not Appealing
While the devs certainly move into the right direction with the changes, the harder and longer dungeons are still not too appealing to run inside random queues. The issue remains that the system first and foremost serves as AD farm, and as that has to be more efficient than doing other stuff. As long as you can still do 5-minute runs through Temple of the Spider and Epic Shores of Tuern, 15,000 AD for a Fangbreaker Island or TONG with a pug group simply won’t be enough. Oh, and good luck beating Cradle!
It also doesn’t help that the random queue group composition doesn’t match the current meta. I’ve been preaching that the differences in run speed are usually not significant, but perception matters. Players are generally hesitant to queue into dungeons with only one DC and tank. So it’s baby steps here and unfortunately the nerf to rough Astral Diamonds is what will dominate the talk around random queues.
What is your opinion on the changes to random queues in Module 14? Share your thoughts on our social channels, in the comments below, or the corresponding thread on our message board!
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