Would be nice to have a bonus tier system based on performance. Example damaged dealt, exceeds a certain amount based on role. DPS would have naturally a higher number than Healers or Tanks. Maybe extra XP, tomes, ect.
Would be nice to have a bonus tier system based on performance. Example damaged dealt, exceeds a certain amount based on role. DPS would have naturally a higher number than Healers or Tanks. Maybe extra XP, tomes, ect.
Despite me saying that it would be impossible to implement such a system in a decent way: you seem to miss the point here. The system wouldnt be "only the one who did best gets the bonus" (competitive) but rather "If you did well, you get a bonus specifically for you", rewarding those who're putting effort into their gameplay. No one race against their other partymembers but instead have an incentive to do well themself to earn extra-stuff - and that would be a good thing. Before you can cooperative you have to make sure that you know your own stuff, then you can focus on cooperative group-play.
And beside the difficulties with the system there would be nothing wrong with giving people who performed well rewards - everyone in the dungeon can earn their own reward by trying their best and hardest to support the group and the run.
The effect this (overhealing being a penalty) would have on healers would be tremendous. In a bad way. The last thing this game needs is to encourage people not to heal, or to avoid AOE heals because only two people need HP. No, no, no.
And indexing this off of healer DPS is problematic, too. If your party just likes to stand in stuff, you shouldn't be punished for it. How much I DPS is almost entirely dependent on the rest of the party, and whether the tank is doing massive pulls or not.
I don't know if there is an objective measure that's entirely under the healer's control. If they were to do this, they'd probably have to do something really simple like the number of times party members die (though even that can be beyond the healer's control).
There is so much more to being a "good player' than numbers. PLDs who use their toolkit to help a healer, BRD who use their songs well, NIN who remember to pass out goad to whomever needs it most, etc.
It isn't, and it never will be for anything except high end raid groups.We don't need anything like that, since the cheese potential is huge and overgearing dungeons makes it only worse.
Good play results in faster clears, less wipes and less pressure on the healers. And that should be enough in itself.
Playing your class right should be a requirement for anything at level cap.
........unless you want to wipe all the pugs which will result in a massive drop in subscription numbers and Blizzard's admitted problem of "only developing content for 3% of their sub"
Overhealing should be a penalty because you are wasting mp. Thus not playing right. And I'm not speaking any overheal. I'm talking about 10%+ overheal, which you see A LOT in dungeons.The effect this (overhealing being a penalty) would have on healers would be tremendous. In a bad way. The last thing this game needs is to encourage people not to heal, or to avoid AOE heals because only two people need HP. No, no, no.
And indexing this off of healer DPS is problematic, too. If your party just likes to stand in stuff, you shouldn't be punished for it. How much I DPS is almost entirely dependent on the rest of the party, and whether the tank is doing massive pulls or not.
I don't know if there is an objective measure that's entirely under the healer's control. If they were to do this, they'd probably have to do something really simple like the number of times party members die (though even that can be beyond the healer's control).
I cannot POSSIBLY upvote you harder. I am not even going to add anything, just quote for great justice!PVP is competitive, and so is designed around rewarding the best performer. PvE is cooperative, the required for doing 'well' is clearing the content and obtainign whatever the rewards are.
This strikes me in the same way as yesterday's topic where someone wanted some kind of rating system for dodging ability and specifically mentioned a game in which players compete with each other - Overwatch - as their inspiration.
It seems too many want to bring competition to cooperative content. This is not a good thing IMHO. Perhaps you all missed your Sesame Street reruns and so never learned about 'cooperation'.
Competence and skill are their own reward and in turn lead to the ability to achieve one's goals in life or in this game. The idea that people need to be rewarded further for this defeats the very principle of what having it to begin with implies. It would also be difficult to implement in a way that would not negatively effect the game and community.
I am an experienced healer and while I am no where near the top tier world first people even I go over 10% over heal in dungeons due to regens and prepping for DPS....
Do you play healer? Over healing to get tank full HP and regens helps us DPS.
Tank pulls big...after he stops I Benefic II (no matter how much HP is gone) to make sure he gets full so I have full time to DPS. Largesse Regens on him and maybe even Collective Unconscious to really overdo it. Start AoE DPS. Massive DPS. Profit.
Sure I end up with over heal due to the regens...but uh...I kind of contributed a lot of DPS to help the group.
Over healing penalty means healers will just stop using the regen aspects of their toolkit and that will actually make me end up DPSing less since I cannot keep regens on the tank to heal him while I do damage.
By the way...once we over gear things the regens are going to overheal even worse to where healers will get penalties for even just using them at all. So, sorry your idea is bad unless SE deletes all regen healing effects from the game.
PS. I can overheal without using any MP. Essential Dignity, Earthly Star, Collective Unconscious, and Lady of Crowns all don't use any MP so that seems like a bad reason to make it a penalty.
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