Nah, thats don't work for real mechanics, one of the problem Blizzard had with their normal/heroic modes are how easy/hard are certain bosses based on the number of players. Real tuining require to know the number of player and what roles are present if not is a mess.
I like the OP's idea. The problem is you are increasing the dps pool by adding popular jobs to the game. SAM has and will continue to be a popular job. RDM will be very popular too. Some people will still level up jobs regardless and use the DF to help level while they do fates, levequest, sidequests, etc.
Changing the meta from 2 dps to 3 dps per dungeon will help. But that would require for them to go back and tune HW and ARR content which would take considerate amount of time and most likely something they havent changed.
DF will be very crazy especially for leveling roulette.
Even if they doubled the gil incentive from 10k to 20k. That is still not a reasonable bonus. I like the OP idea but I want to see what their plans are to handle the DF.
The main issue is not the tank and healer shortage. They are both nearly equal in player population according to last year's FFXIV census.I think who main a DPS will not likely run a tank or healer, and if any one-time reward for it, they will just to reap the reward and return to dps thereafter.
And adding healer and tank classes does nothing to queue too, imho, maybe at start more people playing them, just to look at the new shiny, but in the long run the queue returns as it were left off before adding those jobs, because who likes dps role will play it, same for tanks or healers.
If really the tank shortage wants be filled, it needs new players in game that want main the tank. Existing players will main the role they chosen, hardly I can see switches.
As others pointed out earlier, it is the shortage of tanks and healers solo-queuing for dungeons in pugs, tanks more so.
Some potential reasons for tank shortage in pugs:
1. Lower leveled tanks struggling to keep aggro against higher geared players.
2. A dungeon run would last longer than 30 minutes because of low dps contributions from others.
3. The incentives to help out are low and/or lacking for the tank players.
The incentives need to be planned out carefully so tanks will be encouraged to queue and help dps shorten dungeon wait times.
For me, I am fine with the adventurer in need gil bonus as it helps me get some extra money to buy some more expensive stuff from the market boards later on.
Last edited by RokkuEkkusu; 03-27-2017 at 08:18 AM.
My Current Characters:
Mikeru Takeuchi: http://na.finalfantasyxiv.com/lodestone/character/14812205/
Ekkusu Volnutt: http://na.finalfantasyxiv.com/lodestone/character/8909941/
Rokku Sigma: http://na.finalfantasyxiv.com/lodestone/character/5714962/
"Break a warrior's body, and he will thirst for vengeance. Break his spirit, and he will clamor for peace. Judge my methods distasteful if you will - but know that I seek to end this conflict, not prolong it." - Yadovv Gah, Final Fantasy XIV A Realm Reborn
I've only played between Cata and WoD, no Legion yet. Are DPS queues that fast now? Was it the demon hunters?I did play WOW. Very recently in fact.
When I ran LFR as DPS on my warlock, the queue was near instant. Go login there now. Watch the classes in need by any guild doing Normal, Heroic, or Mythical raids, they all need DPS. Sometimes healers. They already have their tanks. Just like statics here in FFXIV.
The normal dungeon queues lack tanks. But like I said, its because they aren't needed after you're done doing PUG content.
I think they're probably just gonna up the gil reward, in addition to whatever they do for the new tank mounts.
Not really, they are about 10min on the weekend. I checked earlier and on (US) most of the call to arms were tank and a couple healer. They are faster than before but that is somewhat because raiders are in the queue getting legendary bad luck protection, trying to get titanforge procs than can rng proc all the way up to mythic gear levels, set pieces are back in there after being removed in WoD, and the stat consumables. Call to Arms DPS happens sometimes (I've seen a couple on the raid end bosses for lfr) but the past week as far as I've seen they are mostly healer/tank still.
Right now, there are 6 tank, and 2 healer ones.
Last edited by Vaer; 03-27-2017 at 09:53 AM.
Actually.... I had a legitimate "Adventurer in Need: DPS" a long time ago. It's the only time I've seen it happen, but it is already possible.
Pro DPS tactic: Big glowing orange AOE = "Stand here to boost your DPS!"
~Non Requiem Aeternum~
You're speaking of raids. I'm talking about group dungeons. What I'm suggesting would not even make the dungeons easier than PotD which gives similar and better rewards in some cases (outside the roulette). I'm talking about making 4 man content in the roulette do this. Not Trials. Not Raids.
LFR was. Which was what I was referring to. But in LFR you need a ton of DPS compared to healers and tanks.
my only thought for the "adventurer in need" bonus is make it a "choose you're reward" option: a) as is, or just straight gil b) special bonus XP token, like the crafting/gather ones from GC's for battle classes or c) 1 gold feather &/or end-game tomes if using a lv60 class
Just for FF14's case make it so u choose the reward u want when u enter the qurry & the reward is only givin apon the death of last boss (like with all bonus rewards from DF roullete's so far) as I think making it a personal "lootbox" window when u leave the dungeon maybe to much coding for something probably low on SE's priority list
What some see as "distracted" is really "fathoming the unfathomable" - last words from an Ul'dahn Mercurial Chemister at the battle of Carteneau
How about tomestones that can exceed the weekly cap? that would get people to join
Against greed I guess there is not so much to do. Greedy gone so high that, time ago, got a tank that queued in progress and asked to be paid to run the duty. He had been paid with 3 reports from the rest of the party, 'tho.
Incentives are ok but must not be exceeding. And frankly, all that "maximum efficency", tomes/hour, and all alike, is something I am not into. And frankly, when you have capped the only tomes that are worth the effort, where all that "efficiency" goes then? Who have lot of free time to play, will cap it on day 1.
Maybe the reasons for less tanks queuing are much more simple:
- when tank is not perfect, it is harassed;
- when tank is less geared than dps, dps will make fun of it, making an aggro battle at each and every pull;
Hardly we can fix some kind of people playing the game, and whatever incentive you do, some people just don't want being harassed, or made fun of, or enter a duty that they know it will be a bad experience for them, they are afraid do so.
But not everyone is unpleasant, once I got as tank a duty with a couple dps raiders and BiS geared. They had the full time of the duty hold off the trigger because at every pull they had reach the limit of aggro pull, and not by bad tanking, just because my numbers were not enough to play aggro on par with them. But guess what? They never pulled a mob once, never. They were true expert raiders, knew how aggro works, knew how gear difference works, and knew I were doing my best.
But people as them is a rare finding, the average will just pull the mobs and then bitching on my bad tanking. That's the problem about people afraid to tanking.
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