Aboard this tiny ship ... For a 3H Queue


I would add to that list “you can’t pick up a new role on demand”. Normally the answer to slow queues in tsw is “learn to tank while you’re waiting” because most endgame players have the full wheel unlocked to use more diverse passives regardless where they started, so you just need to read some guides and then queue for the dungeons you’re comfortable with. In swl if you play the way you’re meant to (weapon-specific signets) and you didn’t choose a tank weapon, you’re kinda boned for playing with at-level players for several months while you grind another few thousand chests.

TSW currency also capped your gear out much quicker, I believe about 4 dungeon runs per 10.4 tali in the final currency. Here the equivalent (max epic) is like, 13 E4s, and then you have max mythic (36 E7s) and max legendary (110 E10s). For a single tali.

Of course give it another couple more years and endgame players will have multiple red gearsets to do any role they want, but right now if you’re endgame blade/pistol dps, you just can’t heal or tank no matter what.


Exactly this point Onevia, and it joins my argument about the ridiculous grind which needs to be changed eventually.


It would be nice if there was a setting to ignore the childish community flagging nonsense. I do not like to have to click to read posts, especially when they are disappointingly tame.

On topic, the problem as I see it is more playerbase than roles. It is too small to sustain ten dungeon levels, many of which are redundant anyway. E10 is nearly unused, as is story. E1 is so simple it may as well be story, e2-4 are nice for newbies, but are effectively the same when it boils down to it. The higher E levels are not particularly different from each other, its just scaling.

Of course that scaling is done very poorly and draws attention to balance issues between the roles and incoming damage, aggro handling, and so forth. The ridiculously badly balanced HR fights are another matter too. To truly compress the tiers, these things need to be dealt with first, or it just won’t work very well.

I think, though, once that is sorted, a potential solution may be to simplify the fights a little bit, and then put in a timer on them all. Say they combine E5/6/7 into one. It feels like your regular E5 fight, but if you beat the boss in X seconds you get E7 rewards. In X+Y you get E6 rewards. If longer than that just E5.

This would generally benefit higher level people running “lower” level queues as they would speed up their time spent and their DPS would help get better rewards for everyone, while it encourages lower levels to improve gear and tactics, and not just die and be carried.

Of course, given how badly they got the Machine Tyrant timer, I’m not confident this is a good idea, and some fights a timer is nearly irrelevant due to the hurry up and wait mechanics (DW5, Pol 6), and it also would be a problem when people died mid fight, pretty much ensuring you drop out of the top tier of rewards.


Why people are mostly waiting for tanks across all 10 elite levels?
The public queue has tank’s blue icons almost all the time.

Why take away people’s freedom to queue e5/6/7 by themselves?

Kill boss fast has its own reward. By put additional reward on it, will it kill healers further in this game?
But maybe it will also help to realize a future where people all push into dps and eliminate tank/healer in the end which may be a good outcome.

It also encourage even more people to gather in private groups as it link reward with dps performance.
People want better reward will first seek better teammates.
It applies Reward = Punishment rule.
Higher dps just gather together punishing those lower dps who doesn’t have IP, to avoid they being punished by lower dps in their team to get lower reward.
How do you solve this?

Do not consider my post as an offence to you. But consider it as a quenching process.
If you can answer my questions, then your solutions will become more convincing.

Some simply failed the test. Disappointing…


For one thing the icons don’t always reflect availability. I mean, I exclusively queue tank and sometimes dungeons I’m queued for still show blue while I’m in the queue.

More importantly if multiple roles are empty it still only shows the tank icon - so if there were an equal number of tank/healers signing up at similar rates, it would still show tank most of the time.


Good to know.
Maybe we may also need more accurate queue data showing in active finder windows which can help people to judge which tier they can join to get best chance for dungeons to pop up.

For example:
e2 showing 5 dps ahead of you
e1 showing 0 dps ahead of you
People who once queuing e2-e3 may consider to queue e1 too.


In general it’d be nice if it showed more of what was going on. As far as I know, it only forms one group at a time - so if it’s popping in E3, but E9 has enough people to start, it waits until all 5 E3s click ‘ready’ just in case one of them has a higher priority than anyone in the E9 group. It also doesn’t update role availability until the forming group is done.

Refilling empty slots for groups missing members also has to wait for this process, which is why even if you know someone’s queued sometimes it takes 5 minutes for it to put anyone into the group.


If that’s true it really is the dumbest system I ever heard of :scream: