I believe that this is because of the DPS checks in endgame, top raiders will say how high DPS is necessary to clear (which is true for endgame). The players that tune in to these comments will then pass on this belief to others, and at some point people will believe it applies to the whole game.
Something like:
If you don't have X dps you can't clear endgame (truth)
-> If you don't have X dps you can't clear endgame and therefore are bad
-> If you don't have X dps you are bad
I think that the impatient behaviour comes from having to repeat the dungeons weekly and trying to get it over with as soon as possible.
This is what happens when people do things they don't want to do but they need to do... they get grumpy...its like working.
I blame it on expert roulette being the most efficient way to obtain tomes, and tomes are like money. Like real jobs, you choose between fun and low wages or unfun and high wages ... and most people choose the latter.
But it doesn't have to be that way! Just make multiple content equally efficient in tomes and people will rotate between content so they won't feel like that ... too quickly.
I think capping tomes to do endgame is really unhealthy for the players.
At (current) endgame, it really is that. If you don't have X DPS, the boss explodes and you can't pass until you have geared up as a PLD by waiting a few weeks... OR switch to a higher DPS tank.
PLD would be better if tanks couldn't survive very well with lowest possible gear, but it seems that all the tanks can survive on day 1.
Yes, you can do it on PLD or anything after enough time.
But it's really depressing if you love your job but your team has to wait because the boss explodes because your job doesn't do enough DPS, unless your team started raiding late.
First coil wasn't like this! But the top raiders have gotten better at the game since then (clearing final coil in the first week) so they lazily added hard DPS checks...sigh
Paladins have the lowest hate generation out of the tanks so its not surprising. I get around this by pulling multiple groups so it forces others to use AoE, or play WAR haha...
This isn't an issue with coordination, but DF players will not do so unless necessary. They will have seen a WAR or DRK keep hate fine, and expect PLD to generate the same amount of hate and blame the tank if they don't.
By this I mean when I play, I very rarely use cure 1 - only cure2/instant skills and holy/gravity (or only lustrate/fairy for dungeons). It gets the tank to full in 3 seconds then I have nothing to do (and no MP problems), so I go back to DPS...
In other games it either takes a long time to heal someone back to full (even when they aren't taking damage) or it costs a lot of MP, meaning I have to think harder about the healing.
In endgame (I use SCH) I do use cure 1/physick sometimes, but still far more DPS skills than real healing so its still the same... For coil during 2.0 it was even worse: just stay cleric stance the whole time and only lustrate+fairy skills and adlo for tank buster... The real problem is that just this kept the tank alive for the whole run and I don't think it should!
I have played another MMO where they had a randomly generated dungeon with keys and doors etc (and its not XI or WoW) and it worked out pretty well. It was really cool - you entered with no items or gear and you had to find stuff within the dungeons (and it was fairly easy) but you could only carry a limited amount into the next stage. It got progressively harder, with bosses on set floors.
I guess they are sticking with the narrow hallway model of doing things though...
I disagree... for example, the ilvl requirement for expert roulette is i160, but they feel about the same difficulty as pre-lvl50 dungeons in i160 gear. They are still called expert.
In the JP client, the hard mode dungeons don't have the word "hard" in it, just another section of the dungeon. Kind of like how the second coil was called the binding coil of bahamut: invasion chapter instead of "second coil" or "coil (hard)". They have this naming scheme for all the dungeons in the game.
Theres ilvl sync for past dungeons, but I don't think anyone would want to do them because theres no reward... they could add a one time reward but it won't last that long unless its really hard. I look forward to something like that.
If they add a decent repeatable reward then it would becomes the new roulette... That might not be bad, introduce a new roulette that is twice as hard and give twice as much tomes. Oh wait we would just stop going after 2-3 days...
They really got themselves trapped when they put in vertical progression and weekly caps I think.
-They can't give out more tomes because people would stop playing after capping
-They can't give out better gear because it affects endgame and people in endgame would clear and stop playing
->They can't make content harder because it needs to give more rewards but they can't give more rewards because theres only tomes and ilvl gear to give due to vertical progression, and they can't give more of that. One possibility would be to lock pretty glamours behind hard content, but think of how people would react to that...
Pretty much. I'm really disappointed
Unfortunately, those side gears like AF will get replaced immediately by higher ilvl gear and so the content will be there without proper rewards ... so the content won't be created... (or they get created and players quickly abandon it)
I don't see an easy solution out of this...
Overall, I sound depressing right but this is how I feel after seeing that nothing really interesting has come and stuck around from 2.0 to 3.0, and that the future will be the same...
I really liked the coil storyline as a motivation for clearing it, but now that's gone too (alex story sucks)