Blu has ruined me grinding anymore jobs outside of the main story, because leveling BLU is simply one big grind without story support (Slow descent into insanity).
I tend to level one job, per character. I get to play the story again, on a new race, with a different company.
When I was playing the story on my Blu, I was not on BLU....thus frustrated I could not progress on BLU...so simply kept skipping the dialog out of frustration. So, it gives me a chance to calm down, and partake in the experience on a new character and job.
I do genuinely feel the way that I said. If they want to play that way, and they do, and the people they play with have no problem with it, then what's your issue when you're not involved?
Am I playing that way? No.
Do I care if someone plays that way? No, not really.
I'm sorry that my having a different opinion offends you enough to have a small freak out, but I would like it if you would kindly get off my little-warrior-of-darkness-from-below-the-belt (or LWoDfBtB for short) for having it.
Dang, I've been playing since Vanilla, but I've only seen that once, back in Burning Crusade.If you look at the competitor WoW, you may be able to see why changing jobs / classes mid dungeon is restricted. Some of the players over there queue as a healer or tank merely to skip the queue time. They then switch to DPS and refuse to do the role they sign up for. It is a rare occurrence, but still something to note since a bad experience like this really sticks.
I definitely have seen DPS switch to heals, though, when the current heals won't cut it, and I've seen heals switch to dps just because it's such a steamroll anyways that a hybrid (Ret, Enhance, Feral off-heals) is more than enough. ...Have also seen plenty of DPS-as-tank (especially Arms, pre-tank Blood or Frost DKs, pre-Guardian Ferals, or Beast Masters). And I've liked that bit of player-trusting flexibility.
That said, I'm largely indifferent to it in XIV, simply because there's just little need or reason for it, and if there were a community that I would expect to occasionally speed-queue and then swap... it'd probably be XIV's more than any of the several others I've played among. Not by much, but enough that I wouldn't consider the risk negligible. Though, if they at least made it so there has to be at least one tank and one healer at any time among non-premade groups --so the damage just swaps to healer before healer swaps to damage, etc.-- that'd probably be plenty to negate that threat.
Yeah. I wouldn't likely cry myself to sleep if we were to have job changing during a dungeon or not. Even if it's attempting to solo those level 50 - 60 Extremes with the Unrestricted Party setting (Wondrous Tails reason), I can just Abandon Duty if I have the wrong Job setup and re-enter with very little wait.
The switch scenarios I see from your cases are in regular dungeons where ilvl sync is not a thing? Once everyone is around 100 ilvls ahead of the dungeon, the tanks and healers legit become obsolete with everything melting in seconds. Even when the DPS did try to give me a few seconds to establish threat on a fresh tank, they just have to start sneezing again to pull attention back. I don't think the players suggesting to return to Vanilla tank threat knew what they were getting into. It's probably why Blizz eventually fazed out their 5 man Normal / Heroic / Mythic Zero dungeons, but it's a shame to see the solo world content give better rewards than these dungeons.
Blizzard technically does try ilvl sync in Timewalking dungeons and seems to have difficulties with it. Since they still usually let us keep our high level spells. It can also unlock legendary gear effects once more being synced to a lower level, so I am rocking some old orange gear again. This sometimes lead to a situation where the dungeon either gets steamrolled by the orange gear crew or it becomes nearly impossible for fresh gear groups. Pit of Saron or PoS was one dungeon that got memed on for the timewalking >.> Even when all is said and done to clear it, the solo world content still gave better rewards. It truly feels like you either have to aim for Heroic / Mythic Raiding or do those Mythic+ 5 man speed key runs to even get anywhere. Crafting is even placed in the dumpster by making the higher gear Bind on Pickup the moment you craft it.
This pretty much goes into the reasons why veterans get bored to death with Satasha from the level sync temporarily removing spells again. Also explains most of the gear having almost no effects or tier sets. If there are effects, it's something like +4 Vitality with no other gear stats or an exp bonus that can likely activate again from level sync. I think Materia may get ignored for the syncing too which lead to that certain 50 Trial going from hard to a joke to solo >.> The Materia hasn't reached that 100 ilvl threshold yet, but I believe it is still climbing maybe 10 - 20% of the way for some old dungeons.
I also agree that your idea of always keeping at least 1 tank and healer locked into the pre-made group would be wise. If no such thing existed, we might suddenly have an all DPS group for the role check.
I don't like firemage either but he has a very valid point for once
Stop enabling bad player habits. If i ever got a conjurer only player in my group i would force a vote kick or leave then report them
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