What if duty roulette offered a xp consumable for adventurer in need?
90 tanks/healers have no incentive to queue outside of capping tomes
A market prohibited xp consumable they could use on alt jobs would decrease queue times
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What if duty roulette offered a xp consumable for adventurer in need?
90 tanks/healers have no incentive to queue outside of capping tomes
A market prohibited xp consumable they could use on alt jobs would decrease queue times
It’s not a bad idea, but it has a lot of repercussions that are not desirable.
1) You could level jobs you should be playing and knowledgeable on how to use (at least you must level the last 10 levels worth even if story skip).
2) Players would stockpile the boosts and insta cap jobs as new expacs launch.
3) It is against their own best interest (to encourage playing a variety of jobs in the actual content, and to sell their level boosts).
I agree with your points, but want to play devil's advocate:
1) You could very possibly run roulettes only to level and end up being synced for a majority of your playtime; Also, one of the the biggest ways of leveling 80-90 is Bozja which caps you at 90. This is a problem already
2) This could be resolved the same way a lot of the xp manuals do it, either make it "for jobs under <current level cap>"
3) Agreed, no argument here.
I don't think that it necessarily fixes the OP's issue anyway. Even if they offered that, I can't see many people running leveling roulette as a capped healer/tank, they would more likely just run the roulette with the job they want to level. I think that the materia items you get from leveling roulette are "enough" of an incentive to grab some max level tanks/healers, but overall I wouldn't expect to see much in those roulettes anyway (unless they're running with an FC mate).
Personally, I think that you should continue to gain xp at max level and whenever you fill up a level instead of gaining power, you get a coffer with a random item from a pool of items. I'm talking mostly glamors, mounts, minions, housing items, etc. Maybe even some tomes or a special currency with decent items to pick up. As long as there's something good in there, there would be plenty of people that would continue to play their max level character for it.
The problem I run into at level cap is, since I have at least 1 of each role at cap, it's dumb for me to ever run Expert roulette as DPS. Longer queues, no bonus. Basically, my DPS classes (which are my favorite) sit there unused at cap and just get fed tomes from my tanks/healers. I know that DPS is very occasionally in need, but it stinks
This wouldn't work. All it'd do is destroythe economy even further. It'd essentially be the same thing as the horde sacks from deep dungeons..
that shiny new minion you can get might be worth millions for the first few hours. but then nose dives right down to just a few hundred gil.
the same with all the other rewards and stuff you can get. like primal glmaour weapons.. in the first few hours you can make adecent bit of money off them. but the market gets flooded with them very very quickly. crashes the economy and then noone bothers going after sacks anymore as they're deemed worthless.
same thing would essentially happen with your idea of coffers... be nice for maybe a day but after that the markets would end up flooded with all the rewards and crash the economy even more..
1:- kinda moot the ways jobs play in levelling content and at end game is totally different for the most part... levelling content is 95% spam your aoe.... doesnt teach you how to play...
2: easily fixable by making then U/U
This wouldn't make me do it more. Experience just isn't hard enough to get that I would go out of my way to buff it.
It sounds to me like you just don't like losing out on the tomes when running roulettes on a below cap job. I'm not entirely against the idea, but I generally feel that you should play the job that you wanna level, not just power level it with items and giving roulettes too many rewards for cap players is not always a good thing.
Destroy what economy? lol. You're describing something that happens to every item that is tradable regardless of anything. Make the items untradable and there you go, it won't "destroy" the game's "economy."
Even without that, horde sacks outlived the expansion that they were in (arguably), and in this instance new items could be added each expansion with currency from the coffers allowing you to purchase previous expansion items.
except that horde sacks still have some valuable rewards. not even counting the rare-ish mounts like the night pegasus or the dodo, but even just the glowy primal weapons you get from potd can net you some decent cash, around like 20k a piece. might not sound like much but it stacks up since you get so many if you run 1-200 or 51-200
edit: by 20k a piece i mean a general average, of course not every weapon costs the same, i've seen some go for around 80k and some go for 2 or 3k at most
I do 4 experts a week for cap with no incentive to queue other roulettes. Tomes arent even needed to cap anymore, I'm on gearing my third alt job now which I will probably never play in savage. While i have tank/heal i queue as dps its faster waiting the 4 mins then getting a low dps group. If you do dailies on dps is around an hour of waiting time.
A lot of the jobs with long queues rotations don't change much. Eg a rdm 60 to 90 rotation adds 2-3 instant casts. The highest playrate of dps jobs tends to have the lowest amount of skill required to play effectively. I didn't touch smn until 90 and learned to hit 4 buttons + pets to play the job, it took 5 mins looking at a guide. Tanks/healers will still queue as they are and dps wise its already bloated with people that can't do their rotations because they aren't max level doing harder content with that job and haven't checked out resources like balance yet. If they do pf not knowing it will be maybe 2 pulls they get replaced and blacklisted (aka party disbands and everyone rejoins).
Chances are that, if they did, it wouldn't stack with the FC buff, or the (slightly) better one you can get from squadrons in massive amounts.
Just a month or two of sending out your squadrons close to daily, and you'll have enough of them to cover the next 3-4 xpacs.
One of my biggest MMO peeves is how critical capstone skills are to rotations. I have a similar gripe with set bonuses and am super happy that FFXIV hasn't gone down that rat-hole (for the most part). Leveling a job doesn't just not teach you how to play it, it teaches you the wrong way to play it. I've made significantly more progress working over a dummy than I've ever had doing leveling content.
What leveling (sorta) helps with is exposing you to the various mechanics. Once you have the basics of those down it's not like you forget them when you switch to another job.
I would love a non-PvP mode where I could level my off jobs. If I could choose XP tokens instead of tomes at 80 I'd be far more inclined to run roulettes. For now I'll stick to MSQ roulette and totally-not-a-beast tribe dailies. Once the MSQ roulette no longer becomes a thing, I'll probably just become a story logger.
Those only apply boosts to kill XP and their utility got nerfed pretty hard now that trash no longer grants XP. In my experience the buffed boss XP did not cover what we used to get. The FC buff lasts 24 hours. For all practical purposes most just stick with the Tier2 one that gives 10%. While the squadron scroll gives 15% it only lasts for two hours and you can only run the missions that grant them once per week. At best you'll have 90 after two months time.
But those are kill XP boosts and I'm not sure that's what the OP meant. My interpretation is that the proposed tokens would provide direct XP when consumed.
Yes, direct xp. You can make it slightly less then doing roulettes on that job. People would still queue adventurer in need because it would be more xp per hour. Completing roulettes with fast queues in 1.5 hours vs 2.5 with dps wait times when they have limited time to play. It would also benefit new players experience with faster queue times. When they get to a dungeon in msq they have to afk for 15-20 mins to continue doing msq.
Define long? The roulettes that give good exp all have only about 10 minute wait times as a DPS. Go do fates while you wait or run alternatives like PoTD/HoH/Bozja if you dont wanna wait for a dungeon queue.
Its not a matter of learning a job or not, I just have the opinion if you're gonna level something you should be playing it, not boosting it with items. Its generally the same reason why I hate the boosts from the mog station. Granted I'd rather have your idea over the mog station item because you still have to play the game, but the general concept of it I'm just not a big fan of.
I commonly get 15 min+ queues for everything but raids at off hours. Boosting isn't an issue if the player knows how to play the game. I boosted a blm alt and have already cleared the tier with it through pf. I unlocked potd yesterday on my alt queued up for floor 1-10 at 4pm est and gave up after waiting 25 mins. If someone is playing a boosted job in roulettes the content its so easy it doesn't matter. I've been in P2S groups were everyone played worse then boosters.... Mt dies after flow 1 tank stack and the boss turns to me as dnc.....
I agree with you but SE has shown they're open to players earning XP for a job by playing a different job (see PvP).
It could be they leave it as a PvP specific perk to encourage PvP participation but if tank/healer participation in roulettes ever dropped very low, they might consider adding the OP's suggestion. For now, I doubt queues are in such bad shape that they feel it's necessary.