Been hearing people ask for bigger groups WOW style but I think Se could change groups to 12 man adding 2 more dps one tank and one heals giving more party flexibility what do you guys think?
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Been hearing people ask for bigger groups WOW style but I think Se could change groups to 12 man adding 2 more dps one tank and one heals giving more party flexibility what do you guys think?
I would love 5/10 man. Room for a true support.
12 might be a little too much, 10 with either an extra healer and dps or 2 more dps would work most likely.
24 man groups
They'd have to re-balance all 8 man content though.
I personally think there shouldn't be any limit. If you want to go with 2, 9, 18,25,36 etc be my guest. There also shouldn't be role requirements, I mean well a tank fine, add a healer and lock that slot as well, but everything else should be chose able by the players. And I know we have pre mades that can do 8 tanks/heals etc, but I wish we would just adopt that play style in general. For example, healer/tank and dps queue's, sometimes you sit there 45 minutes waiting for that last dps or the last tank/heals. Could have just added whatever was in the waiting line. Would give more flexibility as well as more fun, since you never know who and what jobs you're paired with. But that would be just my choice I guess.
I can't imagine doing mechanics with 10-12 people. People cant do mechanics with 4 or 8.
Careful what you wish for. You know how the 24-mans are faceroll mechanics? That's because of the high number of players. Adding more to groups means mechanics would need to downshift alongside it, otherwise things become totally unPUGgable.
I'll pass, thanks.
First I would prefer Full party dungeons simply because you can add more interesting mechanics with two light parties.
What SE could do is scale the difficulty by the fine-tuning to the ilevel of the party at the time they get to each boss. That would either force people to play the role they were given, or drop players that are not pulling their weight.
Hell, they could do a "survivor" type of round where there are 5 bosses, and after each boss, the weakest role performer is dropped automatically (including the tank or healer), so you start with a full party and end up with a light party at the end with just 12 players. If someone votes themselves out (eg neither tanking, healing or dps'ing in any meaningful capacity) then the final light party can wind up being 4 DPS, or two tanks and two healers split across two parties. 3 light parties enter at the end, and thus there's your 12 man group.
Like this is how it would work:
All parties hit the first boss, when the boss drops, a score pops up for DPS %, Enmity generated %, and Healed damage % contribution. Whoever has the lowest % is sent to the penalty box so they can keep watching, but they are unable to claim any rewards once in the box, or they can exit the raid from the box. The treasures only show up after a player is removed.
At the second boss, third and fourth boss, the same as the first. If at any time someone in the active party drops (disconnected ????'s) someone from the penalty box gets a second chance to sub in, offered to everyone, but only the player with the highest contribution average gets to replace them.
A fail-safe in the contribution calculation could also be used to ensure that a party with two lame-healers or two lame-tanks doesn't get automatically promoted to the next battle by comparing the calculation across all three parties. If a party ends up with no healers or no tanks, then the entire party is sent to the penalty box to prevent "troll" parties from getting any rewards at the final boss. eg, if a party joined the raid, and every player just idled (eg a group of bots) then at the first battle, the entire party is sent to the penalty box, thereby making it possible that the final boss might have just 8 players or even just 4 players. We shouldn't need this, but may as well think about how such mechanics can be abused.
For regular 8-man content, SE could use a similar idea and just auto-kick players that contribute less than 1/16th to the damage, heal or enmity control. That saves "spaces being taken up by carries"
One of the big draws of FFXIV for me was the small party requirements. The bigger the required group, the more troublesome logistics become, especially once the mainstream have passed that content. I'm game for some big group content, but I'd prefer we keep the small group content where it is. Frankly, if there was some 2 and 3 person content, I'd be down.
There's no problem with 8-man party size. Mechanically speaking, I think the issue is in encounter design where 8-man feels problematic because of mechanics meant to 1HKO a player with little room to recover rather than just having to raise and have a weakened party member. I'm sure I'll catch some heat for saying this, but I've played content across the board from normal dungeons to savage raids, and the memory-test-or-die element of things (that, honestly, I think could be tweaked enough to be more recoverable without making the fight flat out easier) is what makes things seem difficult with a seemingly limited party size.
Nay the system is good and it works great, so i dont think SE should change the raid comp, plus we already have 24 man so i dont think its really needed