Well actually, you do.
There are tons of threads about bad tanks or the STR versus VIT debate, or about whether or not healers are contributing DPS in content, but as said before countless times in countless threads there are a number of issues at play here.
The first issue is transparency:
It's easy to see when a tank or a healer makes a mistake; lack of cool-down usage, poor MP management, improper boss positioning, lack of hate control, lack of outgoing heals, the list goes on and on. It's generally easy to see and communicate when a tank or a healer performs poorly in content as more often than not one or both playing poorly instantly equals the end of the run. And as far as the community is concerned it's pretty much okay to call them out for their mistakes.
I'm sure any career tank or healer who has done content long enough can tell you there is no shortage of people ready to offer their opinion about how you're playing your job;
"STR jewelry? why not VIT?"
"VIT jewelry? Why not STR?"
"Why are you speed running this!?"
"Why aren't you speed running this!?"
"Why are you DPSing!?"
"Why aren't you DPSing!?"
"My static says it needs to be tanked this way!?"
"The YouTube video doesn't do it that way at all, why are you tanking it that way!?"
The list goes on and on, and in some of these cases the complaints can be completely justified, the point is however is the level of transparency is not the same for a DPS. In reality as long as a DPS simply doesn't die via eating too many AoE attacks and generally stays in the right positions you have no way of knowing whether or not they're actually contributing sufficient DPS. To your eyes it may look like their DoTs are applied full time, but are they executing their combo properly in addition to that? is the MNK properly maintaining stacks? Is the NIN getting the most out of their ninjutsu?
I'm sure someone will try to make the point about watching the enmity meter but Quelling Strikes and Elusive Jump would like a word with you.
So exactly how can you tell which DPS are pulling their weight and which ones genuinely need a helping hand with content? You can't, which leads us to the second issue.
The game gives players no incentive to become more proficient with their jobs:
What does this mean?
The MSQ for the most part is designed and tuned in a way that by simply acquiring level appropriate gear and playing at a basic skill level that players will eventually make it from one point to the other, and this is perfectly fine as it's main purpose is to tell you a story and let you enjoy the ride. It really doesn't offer you any challenges to overcome, at least not ones that are extremely difficult when geared correctly, there was a time that it did but then people complained that it was too hard and well... here we are.
Everything after this however is optional as far as content goes, and usually requires a level of gear and skill that are above what the MSQ has to offer. The performance requirements shoot up substantially from those at the end of the MSQ without a metric for DPS to actually measure themselves by to know if they are prepared or playing at a level appropriate for it. It's easy to tell if you have enough HP to survive attacks or if you're capable of healing a party (usually) but out of 4 DPS in the party how do you know which ones are holding their own?
No measurements tools and no accountability gives DPS no incentive to learn to output more damage, and why should they? Especially if they aren't aware that they're putting out sub par damage to begin with. In addition if players struggle on content for a long enough time the echo is eventually added to aid them which means that players won't actually care about trying to get any better because the game is essentially telling them that there isn't any need, the effort will simply be wasted when content is brought down to their level regardless of if they do or not.
So players can't tell if they need to get better, and the game gives them no reason to try and improve, but surely a collection of their peers would be more than willing to offer them advice and help them correct?
Well...
The Western approach to the Duty Finder:
This is where things get... interesting.
See there are two different schools of thought when it comes to the Duty Finder:
The first is that of the Japanese playerbase, a playerbase that almost exclusively uses the Duty Finder as a means of clearing content, where most people who queue in are already proficient in their jobs and practiced in battle strategy from making parties in the Party Finder. for them it's generally considered bad form to just jump into the Duty Finder blind and place the burden on the rest of the party to not only take the time to teach you the content as the newcomer but in some cases how to play your job as well. That isn't to say it doesn't happen obviously but it's less often the case.
This is in contrast to the western approach to the Duty Finder, where a large number of players are happy to just jump in blind due to the fact that the odds are low that you will ever end up with any of these other players again, a large portion of the population doesn't really care about how well they do as long as they can see and practice the fights and have no issue even if that means they are the reason it's taking 60 minutes to clear a 10 minute encounter. Some of these players then get upset that the fight wasn't properly explained to them or don't even have a basic understanding of how many of their own classes' abilities work (didn't read the tool tips). And in most cases if criticism is offered it doesn't really end well.
See the difference there?
There's also this.. aversion a large number of players have to making party finder groups for learning, many of them commonly stating that no existing groups are already in the PF list, or that the requirements stated by OTHER groups are too high or punishing so they get discouraged from joining a group rather than just... making their own.
So back into the DF they go, and then more threads like this are made.
Players that understand these issues are the ones asking for an In game measure of player performance, a parsing add-on, a scorecard at the end of a raid or dungeon, anything the devs can do to help players improve in an environment that is constantly setting raid DPS as the wall for completing content.
It's why you see and will continue to see this being a hot topic for quite some time, especially so when endgame is and will continue to be DPS check based.
But there's always this last issue...
Player harassment:
This is the internet, and being as such there will always be people who will use whatever they can to be jerks to one another if given the opportunity. However they already do this, from glamours to job choices to which minion is better (It's the Gaelikitten btw if you disagree you are wrong, end of story) the point being is that player harassment should not prevent enriching the game experience.
We've got an awesome staff of GM's just sitting there waiting to hand out some ban hammers (ban axes? ban greatswords? why do we have no hammer users?) let them deal with player disputes by giving them a GM call should people try to abuse each other.
Who knows some players might enjoy finding out there's more they can do on their jobs, or that they might be performing better than they initially thought.



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