arent chest on WP randomly distributed? D:
arent chest on WP randomly distributed? D:
At least for dungeons, if a tank drops, you're likely to get another one to join. You don't necessarily have to requeue.
Sorry but afk kick timer ruined my experience for me, now vote to kick? Can ppl please come up with better ideas? Like better tank toys to attract players? I'd love to go to sleep while sitting on the beach in game but I wake up to CGI cutscenes at main menu, we have chairs seats tables benches beds we can sit in, for what? Afk status for what? C'mon undo these terrible ideas come up with ideas that don't kill other peoples fun. Not trying to sound selfish but as a FFXI player I never had this problem, even when servers were pumping in 2005-2006
Roll a tank.
SquareEnix cant MAKE people play tank classes, nor can they make the decent players out there play tanks. Could they have made groups 5-6 players large to give damage dealers more leeway? Maybe. But they didn't. So suck it up, meet some tanks and roll with them, or roll a tank and become the solution.
The solutiuon to tank jackholes is, apparently, being one yourself. Perfect solution! When everyone is a tank, then ... uhm ... what's next?Roll a tank.
SquareEnix cant MAKE people play tank classes, nor can they make the decent players out there play tanks. Could they have made groups 5-6 players large to give damage dealers more leeway? Maybe. But they didn't. So suck it up, meet some tanks and roll with them, or roll a tank and become the solution.
Warrior needs some better buffs to make it stand out more, at least we should have Retaliation and or Defender, or buff defiance to give a better mitigation bonus, retaliation is badass no matter what though, FFXI ability lets you counter damage while still taking the damage but the output is pretty decent in damage, the only side effect was infact still taking the damage and it lowered movement speed, but was a pretty good way to have an edge in a fight, idk just my personal opinion. (Edit: Retaliation was a stance effect that could be held similar to defiance)
PLD has always been pretty overpowered in Ffxi if you knew how to play it properly with enmity gear cure swapping( equip gear to gap your HP then self cure said gap in full enmity gear, flash during sentinel and said swapping doubled your enmity) some early ff11 players will tell you ninja was best tank but idk how accurate that is seeing as wyrms ate ninjas without dipping sauce.
Last edited by Powderkeg; 10-07-2013 at 09:07 PM.
Tanks need more benefits to be tanks I agree. They did it with healers by giving them a free mount at level 30.
It's possible, but you could be waiting a long time. We had a tank do this to us on Wanderer's Palace. I started playing a handheld while we waited for a new tank to join. Even at peak time, everyone gave up after half an hour because no one joined.
I would agree that some mechanical variation might be a good idea in easing this problem. But that would probably require re-structuring most of the dungeons and putting those things behind various gates (things that the party has to do), meaning more time pulled away from new content or areas that are more in need of a fix. This would also not solve for a tank or healer just working with the party up until a point and just dropping out because the majority of the dungeon loot has been obtained and they don't need to complete that dungeon. The fact that later dungeons have dummy loot (equipment with bad or no stats) only makes this issue a bigger problem.
If anything mechanical about the dungeons should change, then it should be that completing the dungeon has more clear and beneficial rewards for the amount of time spent. Eg: more than 1 chest from bosses, unique equipment from bosses, and higher exp/money rewards for re-running a dungeon that you've done previously. This problem is, afterall, only a major one with the earlier dungeons which will eventually have a lack of anyone running these as most of the population enters endgame (and has no reason to make a new character). Endgame dungeons already have most of their meaningful stuff behind gates, or at the very least a large enough population where this would be rare and inconsequential as most do static groups.
The problem however IS the duty finder. The fact that certain classes can get an instant queue, join a party, and drop at any time, without any penalty. Added with the fact that it is anonymous means that there is absolutely no accountability or way to filter out bad members (as they are on different servers so ignore blacklist), or have a way to chastise them (we just have a name, not what server that person is from).
While I doing one instance, the same exact tank joined and immediately left no less than 3 times as the party went through the dungeon. The only time he stayed around for any length of time was while we were killing one of the bosses with my summon doing the tanking (joined mid boss and just stood outside). He rolled for the gear (a shield), and left immediately after it went through. Given the way that he quit (left the party) and rejoined moments later it was clear that this person was simply queuing for parties in progress and farming the dungeon for equipment.
Bad tank or not, this could have been solved for by just having a mandatory wait time of 30 minutes if you leave a duty after anyone in the party has started combat (been attacked) that begins from the time of last combat. Not only would this prevent the ninja-loot style behavior described here, but in the case of primal fights, encourage people to make more than one attempt at the boss before quitting. It may still inconvenience people occasionally, but with something like this in place it becomes much harder to exploit ANY dungeon mechanics simply for drops or profits.
Last edited by Vagrant-0; 10-07-2013 at 09:35 PM.
im a tank and would never do that to people. I enter, I expect to be there till the end.
THey need to change it so all reqard do not actually drop to you after lotting till the end of the dungeon.
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