Let's foster bad play instead. Because, you know, "I pay for my sub, I play however I see fit". This is exactly how I see this comment, and the likes of it.
There's obviously benefits to both sides, just like there are pitfalls. Yes, knowing how well you did is extremely helpful for bettering yourself. But that doesn't mean that the elitism and toxic players just magically won't abuse it or stop existing. Please don't act like it is never going to happen. Likewise, while having a better community with less issues is nice, getting bad players to realize they aren't doing that well is a good thing. Not everyone is going to abuse the system and it WILL be helpful. Both sides are completely valid and it all depends on what part of the game people value over other parts. Some would like to keep away from the toxic environment, even if it's only a few bad attitudes, that outweighs the bad players. Some people want better players, even if some still won't bother, that outweighs the bad attitudes. So in the end, it's up to which the developers prefer. There is no right or wrong here.
I find it funny because they have it implemented in PvP. They could just transfer it over to PvE with some needed changes of course. See the total damage people did in the whole dungeon run.
As long as I can turn that stuff off so I don't have to look at it after every instance fine idc.
Press on C to see your stats
But what there can be after a dungeon run is a rating list that rate the performance of the whole party.
Like how many chests were opened, how many enemies were killed, how many members died, how many said "Hi" at the start
Something like this:
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Last edited by Felis; 02-19-2016 at 07:00 AM.
I present one (likely) scenario:
Everyone wants to do the highest DPS to get top of the scoreboard (for that is what it is). We've all heard that movement drops DPS for many jobs so everyone tries to stay still. Some actions also reduce DPS so you're not going to see those either. More damage is taken, healer has to work insanely hard due to *avoidable* damage being taken. Healer simply cannot keep up, no matter how skilled they are. They get berated throughout for allowing deaths or not healing enough, so feel terrible. At the end of the instance healer then gets berated for low/no DPS & is made to feel terrible.
Result? Fewer people wanting to play healer because they know that the DPS rush will make life hell. Duty Finder times increase, people get annoyed, word gets round that it's less of a game & more of a series of waits. Players leave.
I don't think that scenario is likely at all, or I should say is likely to happen more often. Healers are already berated, tanks are berated, DPS are berated. People can be jerks and often like to deflect blame from themselves on to others.I present one (likely) scenario:
Everyone wants to do the highest DPS to get top of the scoreboard (for that is what it is). We've all heard that movement drops DPS for many jobs so everyone tries to stay still. Some actions also reduce DPS so you're not going to see those either. More damage is taken, healer has to work insanely hard due to *avoidable* damage being taken. Healer simply cannot keep up, no matter how skilled they are. They get berated throughout for allowing deaths or not healing enough, so feel terrible. At the end of the instance healer then gets berated for low/no DPS & is made to feel terrible.
Result? Fewer people wanting to play healer because they know that the DPS rush will make life hell. Duty Finder times increase, people get annoyed, word gets round that it's less of a game & more of a series of waits. Players leave.
I highly doubt people will ignore mechanics and/or take more damage to get the top of the charts. People already parse, and people don't do this. It's illogical. If you are going to take more damage and make things harder, the run will go slower - two major things will come from this. 1. You'll be in there longer, which few people want and 2. you're DPS will suffer as you'll do the same damage over a longer period of time.
The only people who may do what you are suggestion who currently don't, already suck. They're already the players who take lots of damage and/or pull abysmal numbers. They're the players that already deflect their shortcomings on other players. Doing something like this suggestion won't increase bad play, but it may increase the amount of players who play well.
lol press C to see your "attributes". FTFY :PPress on C to see your stats
But what there can be after a dungeon run is a rating list that rate the performance of the whole party.
Like how many chests were opened, how many enemies were killed, how many members died, how many said "Hi" at the start
Something like this:
The thing you suggest is interesting, but kinda useless. The same number of kills happen in every run. For the most part, the same number of chests will be opened. This information wouldn't be terribly useful for anyone.
If a DPS does this, I will tell them to either stop it or I will stop healing them. Dead DPS = zero damage, and most DPS players understand this equation. It's that simple.
There's still no argument against parsers as no one has - or can, for that matter - conclusively show that parsers are causing (more) toxic behavior (or are even very loosely correlated with it). It doesn't even matter, because you don't solve elitist and/or toxic behavior by prohibiting tools whose primary - and only - function is to gather information and present it to you in a useful manner.
If you're interested in a less toxic community, demand more rules against asinine behavior and better enforcement of the existing ones. Stop tolerating assholes in general. The reason many online communities (as well as offline ones) have problems with rampant toxic behavior is usually because a) assholes and their behavior are tolerated and b) there are no or not enough rules which are c) not (adequately) being enforced.
Yes and no. There's some special cases where it actually does make sense for some jobs to ignore certain mechanics to push out more DPS, but if and only if they have consulted with the healers beforehand.I highly doubt people will ignore mechanics and/or take more damage to get the top of the charts. People already parse, and people don't do this. It's illogical. If you are going to take more damage and make things harder, the run will go slower - two major things will come from this. 1. You'll be in there longer, which few people want and 2. you're DPS will suffer as you'll do the same damage over a longer period of time.
For example, it's a nontrivial DPS gain for a BLM to ignore the first set of AoEs (the Meteorain) in Thordan Ex, because with Stoneskin, deployed Adlo, and Manawall (or -ward, I don't remember which one), they will easily survive the impact and can be healed with a single Regen.
As you can see, this is stuff that almost exclusively happens during highly organized group play. You don't just do this randomly in DF groups, or your healer will get very mad at you.
Originally Posted by Leveva Heavensreader
A realm where one must apologize for being a victim is no realm worth living in.Originally Posted by Hall of Novices, on Healer DPS
ikr, getting stuck with bad players who can't clear content 30+ ilvls above it fosters happy times and flowers. But Seraph is a troll on these matters, so don't worry to much about them.
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