I'm fairly sure that most (admittedly unofficial) censuses have shown an increase in healers/tanks being played after they slaughtered their gameplay. I'm not sure how a more balanced community "threatens" DPS queues being quicker. Reason why DPS queues are slow is because most people play DPS and there aren't enough healers/tanks to fill the parties that DPS wants. Current DPS queues are extremely reasonable.
For example, let's say there are 100 Tanks, 100 Healers, and 200 DPS running a particular queue (I know it's unlikely, just trying to explain why this makes DPS queues quicker)
That is exactly 100 parties worth of people, so, if people are queuing nonstop, they'll basically have instant queues.
Now, if there are 50 Tanks, 50 Healers, and 300 DPS there are 200 DPS that don't have tanks/healers. That means those DPS players at front of the queue need to sit around and wait for the tanks/healers to complete their duty (anywhere between 1 minute and 30 minutes), the ones at the back can wait upwards of 60 minutes. I realize that the queue is never this exact and people are never all queuing at the same time, but this makes it easy to see how important having a fairly balanced community is for DPS queues.
Why should it be designed for people who are not good at it? Well, it SHOULDN'T, but it very clearly is being designed that way to get more people to play healers and tanks to get queue times lower. The secondary "issue" with the "design" is a lazy attempt to balance the jobs by...basically making them more or less the same. From a community standpoint, there definitely ARE people who play healer because of the... "design", they're the ones that screech anytime anyone brings up the fact that the healers are not engaging. Also, most community members complaining about healing....are still playing healers... so SE is getting exactly what they want.



Reply With Quote


