UPDATE DungeonMobs SET Hp = Hp *1.2Hmmm it is strange that they went with 2 deeps per 1 tank and heals, Its not like they could of researched from previous mmos. Swtor did the same thing although queues when I was playing it didn't seem so bad. I'd prefer a 5 player group with 1/1/3 but the thing is its pretty much too late now. Going back and re balancing every bit of group content for the extra dps just isn't worth it so we're stuck with 4 man groups it looks like.
This. I only do new fights in learning parties (if they ask for watching a vid, heck I'll say I've watched one and understood nothing. Either they'll give a good one or deal with it) or with my FC (usually we take 2 overgeared PUs who preferrably know the fight. This isn't needed but appreciated as we clearly state that I am here to learn and need it as painless as it can be for a 1st time).
We wipe, wipe, and wipe again, but at least after that I know some basics and I can register in PF/DF without having to close the chat log for flaming war issues
FFXI did as Everquest did, 6 person parties.
1 Tank - 1 Heal - 4 DPS/Support
And that worked, still sometimes had to wait a bit to form parties sometimes, but others there was enough room to use 2 off tanks instead of one proper, or 2 red mages rather than a white mage.
6/12/36 would be better, but i don't see it happening any time soon.
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As for the more tanks bit... I have an i80 PLD i use for turn 3.
Groups are too toxic to tanks for me to want to put up with that ish. I have 3 i85+ DPS I can play without being harassed, why would I want the brain damage?
Unless... instead of a mount, they gave tanks the ability to mute a player. Player couldn't type in /s /sh /y or /p for 5 mins? on a 5 min cool down.
Someone being toxic? Mute them and continue on.
Adding 5 man parties w/ support as the 5th slot would make it even worse. Then even tanks would have hour long queues, because everyone would then be waiting for a support class to queue.
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