My point being that we have MANY suggestions for solutions and none of them address all the problems that are inherent in a "performance rewarding" system.
It was an example of a possible "average performance" for a class.. it doesn't need to be that.
Then people will only want to have partners who can buff their damage, demand greater uptime on their own rotations at the sacrifice of the other players (you think black mages don't move NOW.. hooboy) and then will dump on healers and tanks for downtime.
I'm not here to nitpick apart absolutely every solution though, just saying the problem ISN'T the implementation, it's the nature of the people you're giving this reward to. You need to solve for any possible pressure that could be put on other party members and considering it's a 4 player dungeon with classes that have strengths and weaknesses and party contribution factors, that isn't simple.



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