From what I remember....WoW gave satchels for the in-need bonus once upon a time (Back in Cata when I played endgame). This had a chance of dropping gil / items / super rare mounts. I think that may suffice for a bit. Put a rare mount, minion, glamours etc in it.Just add a bonus amount of whatever tomestone is currently relevant to the 'Adventurer in need' reward. Might incentivize more people to roll Tank or Healer at least for one roulette a day. Though, at the same time it could also have the opposite effect of tanks / heals not queueing as often because they cap faster. *shrug* I don't really know a valid solution to the issue.
I actually like this better than my own idea. Throw in an exclusive mount / glamour / etc. only obtainable in that fashion. I could care less on a personal level since I main as a Tank, but it'd sure be nice to have my queue times as a DPS when I decide to get a bit crazy to not be horrendous. (I also feel for all the DPS players.)
They already HAVE exclusive mounts for tanks you can get by doing the roulettes >_>
Honestly, the solutions to this are not that hard.
1. Allow more DPS slots per tank/healer - that eases the bottleneck without changing the foundation in any way. Most mechanics won't even need change, only a few would, because they're currently designed for exactly 4 players. Otherwise, all you need is to adjust global mob health - you can just use a blanket +x% HP buff there.
2. Make tanks/healers more fun. Well that's tough - fun is subjective. You'll never make everyone happy here and the role as such is a niché appeal. Ironically, the DPS meta helped here, as core DPS players found it easier to get into the roles.
3. Design more non-trinity content. That's simple: More avoidable AoEs, interactions and mechanics, less un-avoidable damage. You can also drop health packs and whatnot. PotD fell gloriously flat here, because it still adheres to trinity design with autoattacks and unavoidable damage, it simply trivializes the whole thing by tuning the damage low. And anyone who wants to play trinity and nothing but can simply not queue for it.
Incentives are by far and wide the worst possible solution, because they don't actually make anything more enjoyable. It's like paying people to eat shit instead of offering them a decent meal.
i dont wanna see a surge of bad tanks, that queue just for some special rewards.
while leveling, just do quests/FATEs while waiting for queue.
If you're capped, just FATE with some other job, do some gathering/crafting, or hunting or whatever. or make a roulette/grind party, so you can do it for a while without queue time.
there's really no good way to fix it.
myself i just cap a tank and healer, and use those for roulettes, and do other content as DPS; such as EX primals, raids and such, where there's no queue anyway.
Hmm... how about this:
If you queue as the Adventurer in Need, you get a consumable item that increases your XP-gained for one dungeon. This item can be gained once every 60 minutes. For tank mains, this is just another nice bonus, but because it's only once per 60 minutes, if you're always queuing as a tank, you will only get the item once every 2-4 dungeons. Meanwhile, if you're a DPS main and you play tank for one dungeon, you get the bonus item, then you can go back to DPSing for the next dungeon. On top of that, since DPS queues are longer, the 60 minute limit on the item gain is oddly more beneficial to DPS. If you're forced to wait for 40 minutes in a queue then use your item in your dungeon to increase XP, you can then queue tank again right after and get another item. This should increase XP gain on their main class for DPS that queue as tank/healer.
However, I admit that it has plenty of flaws. The one that jumps out at me the most is that it still forces DPS to play something they don't want to just to get better XP. And I think a lot of people would rather just take slightly slower XP gains in exchange for actually playing what they enjoy.
I'd q up more for a chance at a cool mount.
A few other things the bag could have
-Rare crafting mats
-Food that gives a bigger experience boost than regular food
-Tokens for a glamour vender
-Other less rare but still cool mounts
Just so this didn't turn things completely backwards and make q's insanely long for tanks or healers, DPS could get these bags too but they should have a lower drop rate... 30% maybe. Healers and tanks could have a 90% chance to get a bag at clear. Not having a 100% drop rate would make the incentives last longer.
Recently returned player.
I thought they said they were adding additional rewards to incentivize queuing as something that was needed, but I only have a tank and healer at 70 so far and I haven't seen any sign of it.
If you want to leave those with me, I'll make sure Yoshi P gets them.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.