If dps checks/enrages are going to remain, then everyone needs to accept that the DPS meta is the meta that rules them all. That means as much damage out of everyone, with only as much healing done as "necessary" and tank stances being used for a fraction of the fight. It also means SE needs to figure the direction they want their game to go. On the one hand they say that there shouldn't be this DPS min/maxing meta that pushes speed and lower clear times, but on the other they push a game design that encourages DPS min/maxing in order to succeed. Either the right hand doesn't know what the left is doing, or SE is full of it.
There's already a solution to that in game that SE has not been scared to utilize. Enforce a strict party composition for those duties, even if you have a pre-made group of 8. Once enough time has passed, the restrictions can be lessened or removed and people can be free to run 8 tanks in Garuda EX: Stormblood Edition at their leisure.
Hyperbole and logical fallacies have no place here. If you want to take what you're saying to it's logical end, why are any of us here playing this virtual game, killing things that don't exist for items that we don't actually wear?
The answer? Because it's fun. Mechanics and boss fights and even wiping can be fun under the right circumstances. SE has come a long way in terms of creating the correct mix of "right circumstances" more often than not. But by the same token, some of their decisions - i.e. incoming WAR changes and the lack of meaningful DRK changes - are lacking.
People already do that, to an extent, and much of it with success. The same day Zurvan was released saw the rise of solo tank strats so that people could push past Soar. How is that any different? People who want to clear faster will bring more DPS. People who want a reliable clear won't. But, more to the point, on bleeding edge content SE can just do what they already do with several instances in game; enforce a party composition. See my above response to Zumi.
I think the punishment is in the time taken. It's easy to imagine a group of mouthbreathers throwing themselves at something until it dies, but gear durability is a thing, and duties already have a hard-locked timer on them of 60-120 minutes. Besides, internal motivation is much more powerful than any externally motivating force. You can incentivize something all you want (see Limit Break gain reduction for dupe classes) but that doesn't mean people will do it. If a tight group of friends happen to have 3 BLM's as a part of their 8-man, I highly doubt they're going to force one of them to change just for the sake of things. Maybe one will change to help the group, but if all 3 enjoy BLM, no solid group of friends is going to make each other stop doing something they enjoy just to beat a virtual boss in a game. As SE said multiple times, in one form or another, it's supposed to be about having fun. Hell, you could even add an "enrage mode" for people interested in that kind of thing, with unique titles or modified cosmetic versions of that tier of gear (perhaps a version of the armor that's a bit more glowy or something) as a reward. Nothing that impacts gameplay, but still provides an outside motivator for people who enjoy the rewards moreso than the experience.
 
			 
			

 
			 
			 Originally Posted by Darrcyphfeid
 Originally Posted by Darrcyphfeid
					
 
			 
			 
			 
			 
					
					
					
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