There's 10 DPS, 4 Tanks, & 3 Healers. It doesn't really matter how much fun it is to play a role or what kind of rewards you put on it. There are just more DPS. If we had 10 Tanks and 4 DPS, this situation would look very different.



There's 10 DPS, 4 Tanks, & 3 Healers. It doesn't really matter how much fun it is to play a role or what kind of rewards you put on it. There are just more DPS. If we had 10 Tanks and 4 DPS, this situation would look very different.

There IS an argument to be made for incentivizing those who already want to play tank healer to keep coming back, to help more groups and DPS players get going. But if you make it too valuable, I feel like there is also a risk of attracting the wrong people to the role and making the experience worse for everyone. Maybe...
Hmm. Maybe there's a balance where they could boost the incentives enough to encourage those who already like playing those roles to hit the roulettes up more, thus enriching more people's time in the game, but not so much it's attracting people who don't want to do the job to begin with. As I said, I enjoy doing them, because getting plopped into a random dungeon with people that, at least for me, more often than not is a generally entertaining experience. Not the most CHALLENGING, but it helps people out, and I enjoy helping people new to content have a better experience. But even I have my limits, and I hit them pretty quick. I DON'T like crafting or gathering. I don't in any game. I'm not asking to be made a mad gillionaire overnight with roulettes but, why not give people who already want to tank/heal some rewards for being willing to help pop in and get groups moving?
Maybe SE has already looked at this. Maybe it will attract too many bots. Maybe their data shows it risks braking the economy. Maybe their data shows higher rewards start attracting the wrong people. I don't know. But I certainly would do them more if the rewards were better. Like for leveling I can get about 11k gil for the in need bonus. But raids, trials? 1300. 5/6/7 isn't much better.




I enjoy healing, I dont do the roulettes to get the rewards aside from the tomestones. Increasing rewards will 100% make things worse. they already have an issue with "enticing" people to be mentors with a reward and that hasnt turned out well for the mentorship system. increasing the rewards wont encourage people to play a tank or healer because I would say a majority of the time, people play what they are comfortable playing, and in my experience, most people are comfortable playing dps classes. This is not some new movement in mmo's, it has been this way for as long as I can remember in pretty much all mmo's I know of.There IS an argument to be made for incentivizing those who already want to play tank healer to keep coming back, to help more groups and DPS players get going. But if you make it too valuable, I feel like there is also a risk of attracting the wrong people to the role and making the experience worse for everyone. Maybe...
Hmm. Maybe there's a balance where they could boost the incentives enough to encourage those who already like playing those roles to hit the roulettes up more, thus enriching more people's time in the game, but not so much it's attracting people who don't want to do the job to begin with. As I said, I enjoy doing them, because getting plopped into a random dungeon with people that, at least for me, more often than not is a generally entertaining experience. Not the most CHALLENGING, but it helps people out, and I enjoy helping people new to content have a better experience. But even I have my limits, and I hit them pretty quick. I DON'T like crafting or gathering. I don't in any game. I'm not asking to be made a mad gillionaire overnight with roulettes but, why not give people who already want to tank/heal some rewards for being willing to help pop in and get groups moving?
Maybe SE has already looked at this. Maybe it will attract too many bots. Maybe their data shows it risks braking the economy. Maybe their data shows higher rewards start attracting the wrong people. I don't know. But I certainly would do them more if the rewards were better. Like for leveling I can get about 11k gil for the in need bonus. But raids, trials? 1300. 5/6/7 isn't much better.
people already complain about the skill levels in roulettes, you want to make it worse? increase the rewards to that people that either dislike the job or are unskilled at them decide they will do it for the rewards instead of because they want to.

Ok but, what if we didn't increase it to that point?I enjoy healing, I dont do the roulettes to get the rewards aside from the tomestones. Increasing rewards will 100% make things worse. they already have an issue with "enticing" people to be mentors with a reward and that hasnt turned out well for the mentorship system. increasing the rewards wont encourage people to play a tank or healer because I would say a majority of the time, people play what they are comfortable playing, and in my experience, most people are comfortable playing dps classes. This is not some new movement in mmo's, it has been this way for as long as I can remember in pretty much all mmo's I know of.
people already complain about the skill levels in roulettes, you want to make it worse? increase the rewards to that people that either dislike the job or are unskilled at them decide they will do it for the rewards instead of because they want to.





Like when they gave White Mage the Blood Lily and it attracted the green dps crowd who don't want to actually support their party. We were not that popular before. People have a tendency to flock to the new hotness and the flavor of the month. I imagine we'll see a lot of Sages with Endwalker.There IS an argument to be made for incentivizing those who already want to play tank healer to keep coming back, to help more groups and DPS players get going. But if you make it too valuable, I feel like there is also a risk of attracting the wrong people to the role and making the experience worse for everyone.
Same. I'd rather do what's in the name of the role and have that be a necessary part of the group. I don't need a dps rotation. I'm playing the healer. I want to focus on that. If I wanted to dps, I'd run with my Dancer or Bard.I don't want a rotation. I want unpredictable damage to heal. Right now you can memorize and preplan all the big damage spikes in the game. If you had to be more spontaneous with your healing instead of "broil til raidwide" i think it'd fix a lot.
This could also extend to dungeon bosses.
What you're asking for is to make the boring parts less boring. I'm asking to remove the boring parts.
Besides, i play on controller. I don't want to have to find spots for a handful of new DPS actions. I'd probably not use them just to save hotbar space.
Last edited by TaleraRistain; 09-15-2021 at 01:32 PM.




Yeah they were.
WHM has always been one of the more popular jobs, and a quick look at previous censuses doesn't show a spike in WHMs in ShB disproportionate to the general increase all classes got.
Here are the old censuses for your reference:
(ShB launched July 2nd 2019)
https://ffxivcensus.com/list/index.html





Desirability? Dare I say meta? We've always been strong healing powerhouses, but weren't dps powerhouses before. We were far outclassed by SCH and AST there and both those classes had more utility. SE had to adjust Assize, make Holy not limited in number of mobs, and give us Thin Air before we got competitive in the dps department. Our lily mechanic was one of the most useless systems when it first came out, because it depended on abilities we hardly ever used. Then that got adjusted and we got the massively powerful Blood Lily. We're honestly rather OP and I've hoped SE would either dial us back or boost SCH and AST past us again.Yeah they were.
WHM has always been one of the more popular jobs, and a quick look at previous censuses doesn't show a spike in WHMs in ShB disproportionate to the general increase all classes got.
Here are the old censuses for your reference:
(ShB launched July 2nd 2019)
https://ffxivcensus.com/list/index.html




Huh?Desirability? Dare I say meta? We've always been strong healing powerhouses, but weren't dps powerhouses before. We were far outclassed by SCH and AST there and both those classes had more utility. SE had to adjust Assize, make Holy not limited in number of mobs, and give us Thin Air before we got competitive in the dps department. Our lily mechanic was one of the most useless systems when it first came out, because it depended on abilities we hardly ever used. Then that got adjusted and we got the massively powerful Blood Lily. We're honestly rather OP and I've hoped SE would either dial us back or boost SCH and AST past us again.
You claimed WHM wasn't as popular before.
I provided data showing it was as popular before.
Now you're talking about holy and changes to assize and DPS and I don't understand how any of it is working off of what I contributed.





Because it was an issue of word choice. My "popular" meant desired and useful to groups, not just played, which is why I clarified that point.
WHM needs Spiritual Ray, Flood and Tornado added to its DPS kit with a huge potency increase so that we can get the real feel of being a mage, not some feeble conjurer that is still casting Medica II in savage. WHM is far from being OP.Desirability? Dare I say meta? We've always been strong healing powerhouses, but weren't dps powerhouses before. We were far outclassed by SCH and AST there and both those classes had more utility. SE had to adjust Assize, make Holy not limited in number of mobs, and give us Thin Air before we got competitive in the dps department. Our lily mechanic was one of the most useless systems when it first came out, because it depended on abilities we hardly ever used. Then that got adjusted and we got the massively powerful Blood Lily. We're honestly rather OP and I've hoped SE would either dial us back or boost SCH and AST past us again.
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