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  1. #11
    Player
    complexxL9's Avatar
    Join Date
    Aug 2013
    Posts
    187
    Character
    Soul Pierce
    World
    Cerberus
    Main Class
    Miner Lv 50
    I think 5 is the magic number.
    (3)
    Something does not feel right with your game: http://forum.square-enix.com/ffxiv/threads/86836-The-Navel-(Hard)-plume-animation-damage-impact-out-of-sync http://forum.square-enix.com/ffxiv/threads/71728-The-problem-with-Instant-OFF-GCD-abilities-makes-combat-feel-less-rewarding http://forum.square-enix.com/ffxiv/threads/91388-Silence-not-taking-effect-even-though-it-is-used-before-enemy-finishes-the-casting http://forum.square-enix.com/ffxiv/threads/86887-Unable-to-activate-skills-even-though-UI-displays-them-as-available-for-use

  2. #12
    Player
    AlexionSkylark's Avatar
    Join Date
    Sep 2013
    Posts
    722
    Character
    Alexion Skylark
    World
    Behemoth
    Main Class
    Conjurer Lv 70
    One of the thinks I most liked about FFXIV was the smaller group size.

    Having 2 DPS on the group makes each one of them be responsible for roughly half the damage output of the group, and that, from the viewpoint of a DPS, is awesome. You have a bigger responsibility, your contribution to the group effort is greater.

    To change that just for faster queues is really, really lame...
    (3)
    Last edited by AlexionSkylark; 09-27-2013 at 02:03 AM.

  3. #13
    Player
    Malamasala's Avatar
    Join Date
    Aug 2013
    Posts
    348
    Character
    Lalah Elakha
    World
    Sargatanas
    Main Class
    Arcanist Lv 50
    I honestly wish it was flexible. 1 tank, 1 healer, 2 DPS seems fine as a small group. But since there are more DPS than anything else, it would be nice if when there are surplus of DPS, you could form a 1 tank, 1 healer, 4 DPS group and the dungeon scales up with more HP to offset the higher DPS (but do not do more damage to tanks or other things).

    Of course we all know people would go with minimal size for loot, or maximum size for clears, since everyone min-max.
    (3)

  4. #14
    Player
    Vera_Vixi's Avatar
    Join Date
    Sep 2013
    Posts
    7
    Character
    Vera Vixi
    World
    Leviathan
    Main Class
    Arcanist Lv 45
    @alexion - As dps, I would prefer increased groups over responsibility. An instant to 5 minute queue for tank/heals is a sharp contrast to the 20 minutes it takes my dps classes to get a group. It is not implausible to believe it would work and work well with a good group of players. If dps and tank are doing their jobs correctly, traditionally you're only healing 1 person or the occasional misstep.

    @Malamasala - Flexibility would be a nice touch. The *only* downside I see is that it could fragment players. Those that prefer small groups may not queue for the larger ones. For only that reason I would suggest a take it or leave it approach.

    Not saying it should be done but maybe we can at least agree that dps queue times are not comparable to tank/healer and that 4 person groups could be the cause. I am more interested if others identify this as a flaw even if it is already too late or impractical to change party size.
    (0)
    Last edited by Vera_Vixi; 09-27-2013 at 02:58 AM. Reason: Grammar -.-

  5. #15
    Player
    Khalette's Avatar
    Join Date
    Sep 2013
    Posts
    201
    Character
    Gypsy Whisperwind
    World
    Famfrit
    Main Class
    White Mage Lv 56
    Absolutely. Upping hp dungeon wide would not be difficult to do.
    (2)

  6. #16
    Player
    Steeled's Avatar
    Join Date
    Jun 2013
    Posts
    662
    Character
    Conchobar Pridwen
    World
    Ultros
    Main Class
    Gladiator Lv 50
    I agree that it should have been 5 or 6, and that 4 expects a very unrealistic ratio. It expects that a third of your members have tanks they're willing to play and a third of your members have healers they're willing to play.

    However, if they chose to redesign the content for 5 or 6, that's not worth it. To be honest though, while bosses would be a bit easier, hard bosses still wouldn't be "easy" with an extra dps in the group.
    (2)

  7. #17
    Player
    Scions's Avatar
    Join Date
    Dec 2013
    Posts
    1
    Character
    Dashboard Tenspeed
    World
    Goblin
    Main Class
    Gladiator Lv 50
    I'd have to agree. 5 or 6 man parties are ideal. DPS q's are way to long. So I stick to my tank or heals jobs now
    (2)

  8. #18
    Player
    Mugiawara's Avatar
    Join Date
    Jul 2014
    Posts
    1,460
    Character
    Yoku Dekimashita
    World
    Faerie
    Main Class
    Astrologian Lv 80
    I say 5.
    Alleviates time for DPS.
    Isn't 5 the norm in MMO's?
    I found it weird it was 4 here.
    Quote Originally Posted by twigglypuff View Post
    increasing party size would mean an entire overhaul of the current game, mechanics, monster stats, etc.

    No.
    You mean against the faceroll easy mechs in NM/HM dungeons?
    All you're doing is playing Pick and Choose most of the mechanics.
    Then dodging AoE's...
    (1)
    Last edited by Mugiawara; 02-22-2015 at 07:39 AM.

  9. #19
    Player
    NovaUltimatum's Avatar
    Join Date
    Aug 2013
    Posts
    368
    Character
    Nova Ultimatum
    World
    Moogle
    Main Class
    Thaumaturge Lv 92
    If they bring support classes back, 6 is a good number
    (3)

    "I'm more powerful than I ever was, but it came with a price." ~ Lightning
    Image by http://ilpas.deviantart.com/

  10. #20
    Player

    Join Date
    Dec 2012
    Posts
    1,132
    Quote Originally Posted by NovaUltimatum View Post
    If they bring support classes back, 6 is a good number
    Awesome, then parties could be bottlenecked by support classes too!
    (0)

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