Amount of tanks decrease -> less materia VI on market -> prices increase again -> amount of tanks increase
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It would switch to dps the moment that the majority of the facerolling population switches away from dps. The fact that it is always tank is a symptom of the problem the change aims to alleviate. On my server, it's already switched from tank to healer, which means the balance of tanks to healers is already better.
XP potion would be worse than the xp boost that is currently given to advetnurer's in need, or is it just gil. At least Tier VI materia has a longevity to it that can be used past having all jobs at 70.
However, I do think a better idea would be incorporating a token which could be exchanged for a list of items. Like say 1=1 for Tier VI materia, maybe certain materials that drop off mobs could have a 1=50 ratio and maybe, just maybe 5 tokens for 1 tier VI DOL/DOH materia lol.
Dunno about you guys, but im having fun leveling my other tanks.
People are still leveling tanks and healers and this just encourages them to do all of them. Problem is that once all of those ppl max out to 70. Then you have ppl who hate the changes and refuse to play a job they don't enjoy regardless of the reward
I actually saw a Healer in need bonus in leveling, jumped on that quite quick and got my cluster. :3
Except the cluster is not tied to tanks queuing up, it's tied to adventurer in need(which 99% of the time is a tank). If the demand for tanks is satisfied, the someone else will get the cluster. The only way supply will drop is if SE removes the cluster reward or if people stop queuing for leveling roulette all together.
I've had it change on me mid-queue before, I still got the bonus.Quote:
When entering the dungeon the Adventurer in Need is locked yes.
But if it changes while you're queued and not yet entered you won't get the In Need bonus.
It's based on when you enter queue, unless for some reason they changed it from seasons back. I'm pretty sure they even made a statement back then saying this was intentional by design so that people wouldn't get screwed by a long queue.
Funny how they said that the queues would be fine again (thanks to their HW data..) but somehow they introduced this incentive not even a month after release..its so funny. No new tank and healer, two well known DD jobs, nerfing some tanks and healers to the ground and jump potion..and they still thought that the queues would be fine..
Also got one as a healer but after seeing how low the prices are already I decided that this would not be worth it (if healers gets the bonus again sometime..). They could have left it behind this and maybe introduce a new way to earn this materia later..that would be an incentive. But you probably get way more by doing hunts.
Once they max out at 70, they still get materia and tomestones for running the leveling roulette as tank, and don't get the materia for running it as anything else. You can't force everyone to keep tanking them forever, but anything that helps at all is a good thing. This is a good thing.
https://pbs.twimg.com/profile_images.../h5_ph2UZ.jpeg
In all seriousness though, I'm glad I had the social networking skills to have a 4 man group together to do content and avoid the queue entirely. :P
I saw Adventurer in Need (Healer) for the first time in literally months.
It is working. I also did the roulette in question, something I equally have not done on a healer in some time. It works.
If you are a DPS and upset about it, blame all the other DPS, not those of us who keep your que times from being three hours.
I never saw Healer in Adventurer in Need.
It's a simple numbers problem, tbh. Right now we have 3 tanks, 3 heals and 8 DDs. That basically means there's 1 tank and 1 heal for every 2.66 DDs, assuming that every player will level every class to cap. Dungeons right now only accommodate 2 DDS per tank and heal, and that's to say nothing of the fact that more people pick up DPS jobs than tanking and healing ones.
I don't think making oodles of tanks and heals is the answer, tbh. The devs weren't wrong when they said that DRK and AST did little to motivate the DPS mains into switching permanently (temporarily? sure, but SAM and RDM also probably swayed a few tanks and heals shortly too, its just the obvious "new n' shiny" effect). I think at this point party sizes and ratios need to start being examined overall before 5.0.
When the tank knows what they're doing and the healer is competent, the role of a tank is just to hold aggro and in doing so protect the team. the sacrifice doesn't really happen (unless you're doing speed runs of praetorium sometimes) if you die its becuase you or the healer screwed up. or maybe it was that dps bringing aoe onto you.
I'll add that in high end content the dps is every bit as important, unless you enjoy hitting enrage a lot.