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  1. #1
    Player
    Eliniell's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    108
    Character
    Ehri'a Zhwari
    World
    Balmung
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Pence View Post
    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.
    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.)
    (2)

  2. #2
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Eliniell View Post
    Throw in an exclusive mount / glamour / etc. only obtainable in that fashion.
    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.
    (8)

  3. #3
    Player
    Radacci's Avatar
    Join Date
    Aug 2012
    Location
    Gridania
    Posts
    1,699
    Character
    Austen Bloodspatter
    World
    Omega
    Main Class
    Lancer Lv 80
    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.
    (1)

  4. #4
    Player
    NocturniaUzuki's Avatar
    Join Date
    Mar 2017
    Posts
    420
    Character
    Nocturnia Uzuki
    World
    Adamantoise
    Main Class
    Astrologian Lv 70
    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.
    (1)

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