I just don't get the feel of dps jobs in this game being so much better, I think it's alot more to it then just dps are more fun because they really aren't
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I just don't get the feel of dps jobs in this game being so much better, I think it's alot more to it then just dps are more fun because they really aren't
The fact people leave instantly(and it's mentors who do it the most) when they get something they don't like is why the 30min lockout needs to be harsher.
First offence, 30min. Second, 1 hour. Third, 4 hours. Fourth, 8 hours. Fifth, 24 hours.
Sure, people will complain about the punishment, but at the same time, they are causing issues for those who spent who knows how long queuing for something. As mentors, they should stick around and help people(and yes, I am a mentor who will stick around until either a clear, time runs out, or vote abandon happens - and I never initiate the vote I let the new people do that). That, and the Mentor status needs to be harder to get. Not just "get this many classes of each type to X level, clear all this content - doesn't even account for carries/unsynced clears, and have this many dungeon/trial/raid runs". Some sort of test, where you HAVE to complete each of the EX primals, synced, and with no higher than 10 ilevels above the minimum.
The solution is "simple" but it will only provide temporary relief.
DPS queues will shorten, but as as soon as the first Tank or Healer realizes the DPS queue is tolerable enough for them, they will switch to DPS. So not only did you gain a DPS in queue, you lost a Tank or Healer that the short DPS queues are reliant upon. Eventually, enough Tanks and Healers will become DPS and we will be right back where we started.
This solution might provide relief for a whole day if we are lucky.
They could make it so a mentor can't leave the mentor roulette unless the party isn't full...
As a tank main and healer secondary player. I love all jobs love the lore behind them etc, only have four jobs til all of them are max. But the thing about tankin is you can set the ton of a dungeon run as a tank you cant do this as a dps. So thats not always worth giving up as much as I enjoy dpsing , I hate three add pulling tanks and with the number of post about dps pulling adds Im certainly not the only one like this. So its not really worth playing dps all the time having to spend 30 mins per dungeon run when you could tank it yourself and cut that time down. Some people actually like the leadership roll that tanks somewhat hold in dungeons so not everyone would just go and main a dps.
First problem solved only to make a new problem that leads to the same issue. Increase the number of DPS would speed up runs and make dungeons even more trivial then they all ready are due to the increased damage output. Dungeons becoming even more trivial and more boring means fewer tanks and healers que and we are in the exact same position.
The root cause of long DPS que isn't the number of DPS but the number of healers and even more so tanks. This suggestion is just treating a symptom of that instead of curing the illness.