I think 5 is the magic number.
I think 5 is the magic number.
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
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...
Last edited by AlexionSkylark; 09-27-2013 at 02:03 AM.
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.
@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.
Last edited by Vera_Vixi; 09-27-2013 at 02:58 AM. Reason: Grammar -.-
Absolutely. Upping hp dungeon wide would not be difficult to do.
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.
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![]()
I say 5.
Alleviates time for DPS.
Isn't 5 the norm in MMO's?
I found it weird it was 4 here.
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...
Last edited by Mugiawara; 02-22-2015 at 07:39 AM.
If they bring support classes back, 6 is a good number
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