
Originally Posted by
Mikey_R
This, is the single stupidest thing I have read in a long time. I don't know how often you play a DPS, but if you have to stop attacking a boss so that you do not rip enmity, THAT is bad design. A DPS player should NOT be punished for doing their job, which, in your own words;
(From post #182 in this thread)
So, you imply you want the DPS to do the most they can, but then punish them when they do. However, I am also going to quote this:
(From post #187)
How do you optimise. In a static, it is theoretically possible, but the random dungeon where you don't know the tank and their capabilities, you would have to potentially hold back just because of the unknown. It is just is not something you should worry about in random dungeons.
However, this STILL goes back to how do you balance this? Not just between gear levels (aka lower geared tank and higher geared DPS) but just between the different DPS in general. BLM would have to hold back, but BRD could go all out. If this is the case, what is the point in playing BLM? Might as well keep yourself busy all the time with BRD rather than having to sit and twiddle your thumbs for a few second whilst the tank gets to that last hit of their combo.
This is clearly an idea that was not properly thought out at all and I have just scraped the iceberg on what as wrong and the next time you make a suggestion, I propose some amount of thought on how practicable the idea actually functions in the real world.