Nobody expects the team to react to a few days of the expansion. They expect them to react to the months of feedback prior to its release that said exactly this would happen.
I was thinking on doing MSQ as a tank but RDM stole my heart, now I'm leveling a tank but I don't feel as comfortable.
I really don't know how to explain it but they don't feel as... cohesive? PLD's and DRK's meter feel tacked on just so everyone has one (Personal opinion) and WAR's fixation on fell cleaves really rubs me the wrong way, the entire kit seems to revolve around it.
In my opinion if a lot of old skills were reworked to interact with the new mechanics added to tanks I think they should feel better, but the expansion is already out, so I doubt that will happen, we might get some number and minor mechanical fixes, but I doubt nothing extremly big will come out suddenly on a content patch.
All this is just my opinion, but if people that played tanks or healers share it and went DPS like me, it's easy to see why the queues shot up. Meanwhile, at the same time, there wasn't anything flashy for DPS to try out tanking or healing nor for already existing tanks and healers to try a new tanking style / change their tank if their current one doesn't satisfy them anymore
But all of this is speculation since I have no access to hard numbers
Great, so your friends don't have to wait but 2 strangers still have to, because you didn't play with them. If you hadn't gone with friends, your friends would have to wait and the strangers would not. How does that help the situation exactly? It only shifts the issue around.
The first thing i noticed was that PLD has a job gauge at level 30, but only shows an indicator. It doesn't do anything until you get Shelltron at level 52.I was thinking on doing MSQ as a tank but RDM stole my heart, now I'm leveling a tank but I don't feel as comfortable.
I really don't know how to explain it but they don't feel as... cohesive? PLD's and DRK's meter feel tacked on just so everyone has one (Personal opinion) and WAR's fixation on fell cleaves really rubs me the wrong way, the entire kit seems to revolve around it.
This is where I think a bit of a lapse in how these gauges are supposed to work happened. These gauges should appear when the first skill they are used with appears. But in the case of Paladin, there's an indicator for Shield and Sword Oath that does nothing. So what this teaches the player is to ignore it until they get Shelltron, and unlike say Assize on WHM (which does healing, mp recovery and damage,) Shelltron is just another block move. On WHM I use the lilies for Assize, but I don't count on the lilies being there in the first place. You aren't ever prevented from using Assize, or any skill. No, WHM's use-it-or-lose-it is the Confession stacks which admittedly don't have a whole lot of use since it's a level 70 skill, and there's not enough level 70 content to experiment with it.
So what I think needs to happen here regarding the OP's question, is that the DF needs to allow the player to "on/off" a gear set.
eg:
Queue for [dungeon] using these roles, in this order:
↑ ↓ DPS SAM (Gear set 10 *310) [ ]
↑ ↓ DPS RDM (Gear set 11 *310) [X]
↑ ↓ TANK PLD (Gear set 12 *270) [X]
↑ ↓ TANK DRK (Gear set 13 *270) [ ]
↑ ↓ HEALER WHM (Gear set 1 *299) [X]
↑ ↓ HEALER AST (Gear set 16 *68) [-] (Not meeting iLevel)
The game client will save the preferences, but the duty finder will lock the gear set from being changed as long as the player is queued. If the gear is accidentally traded away, dropped, or sold before the duty pops, the will be unable to accept unless another Role is available that the gear is intact. Say it pops for DRK but dropped one of the gear pieces in the mean time, it would give the player 30 seconds to put the gear back, and if it's still missing, it will try to switch to PLD, and if that gear is also missing, it will withdraw that role and requeue even if the player has a healer or DPS selected. No queue-jumping.
This also gives the Duty finder a bit of flexibility so that one ranged and one melee DPS can always be picked, and no "all RDM" or "all SAM" type of sillyness. Selecting "undersized party" will still allow it, but no limit breaks.
They could try and make tanking/healing fun. They could give that a shot. Not just flashy moves or brain dead tank swap mechanics. At the end of the day, tanks still gather trash for others to blow up or hold a boss for others to blow up. I personally find that boring and that's why I main a dps while only tanking for friends.
i kind of figured this would happen. thats why i talked my gf into being an ast in stormblood XD
Lucky you then huh?![]()
Well yeah, players told SE months before that this is very likely to happen, that a lot of people swap to those highly requested jobs. I really hope the Devs react soon so this doesnt become worse.
ᛞᚨᚢᛃᛁᚦ ᚠᛖᚺᚢ
ᛞᚨᚢᛃᚨᚾ ᚠᚱᚨᚾᛞᛁᛊ : ᛞᚨᚢᛃᛁᚦ ᛊᛖᛚᛒᚨᛉ ᛊᚨᛗᛟ
ᛖᚲᚨ ᚹᚨᛁᛏ ᚨᚾᚨᛁᚾᛟ
ᚦᚨᛏᚨ ᚾᛖ ᚨᛚᛞᚱᚨᛁᚷᛁᚾ ᛞᚨᚢᛃᛁᚦ
ᛞᛟᛗᚨᛉ ᚢᛗᛒᛁ ᛞᚨᚢᛞᚨᚾᛟ ᚺᚹᚨᚱᛃᚨᚾᛟ
I don't see what they could do. This always happens in MMOs as most people don't want to play tanks or healers because those jobs require some responsibility.
Then play a tank or healer.....Great, so your friends don't have to wait but 2 strangers still have to, because you didn't play with them. If you hadn't gone with friends, your friends would have to wait and the strangers would not. How does that help the situation exactly? It only shifts the issue around.
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