Just add the gauge back to the class and put a single ability on the gauge. Use the same exact concept of FFXI where you gain "TP" and at 100%+ you can use an ability. I understand they tried to replace this with limit break but I think limit break is highly under utilized and clumsy. Also it doesn't have to be renkai, it could be anything that forces the DPS to work together instead of doing their own 1,2,3 rotations
Yes!, anything worth doing should be hard. I like wiping on things it makes me feel like I accomplished something when I complete it. Also a few things on this topic,
1. This is how we did it back in the early MMOs. We didn't have tanks pull 4 things and just hold them all, that wasn't possible.
2. the possibility for adds is part of it, force people to have to pay attention or wipe.
3. trash mobs are not meant to be time consumers just to get to the boss, they are supposed to be another part of the dungeon that adds it's own challenges. the idea of spamming through trash is pointless and might as well remove them and just have 3 boss rooms in a corridor.
4. Hakke Manor I can tank the entire hallway with all adds (7 large enemies) fairly easily on pld or war. Holding hate is easy and damage I just mitigate with CDs and hope DPS can burn through before all my CDs sure off.
Yes I understand this is a healer concept but it was part of the overall idea on change for this so I included it. So the idea of this is to remove the push 2 to win that healers always seem to get locked into with MMOs. most healers do right about same thing Cure Cure II and move out of damage items. I would like to see statistics about the most common abilities used by each class, healer would probably be 95% Cure.
So on the specifics Esuna is a status removing ability but coupled in a rotation such as what tanks have (Heavy Swing, Skull Sunder, Butcher's Block) -> (Cure, Esuna, Holy), it gives more to healing that cure. This same concept where tanks can't just spam butcher's block for threat and have to use it in order to get the additional effect is what prevents Esuna from being spammed.
You misunderstood the other (Aero->Stone->Medica) combo. You would cast the attack magic on the enemy where Aero would also make the next hit from enemy heal for X, stone reduces the damage the enemy does by Y, free medica to fill in the time laps of not healing and top everyone off.
Also understand these rotations are coming from a tank and things I came up with on the fly. Don't take the rotations literal but as examples of how they could be. There would need to be more testing on how to implement this than a simple forum post and theoretical ideas.
Yes but the focus on this is lack of tanks and sometimes healers, but mostly tanks. It is never DPS and that screws DPS out of these bonuses and not only makes them wait longer but they get less giving an exponentially slower return from duty finder. Remember I only play tanks, the queue issue I never run into but I have FC members that complain about it and that is where I am getting my idea for this. I don't like giving advantages to those that already have an advantage, that is like trickle down economics.
You can't deliberately hold off queue, you either commence or withdraw from the queue, so the queue time is a reliable metric to be used in understanding bonus.
As long as this happens that could fill in some of this but there are issues with gear. They would need to do something like make the alternative job convert vitality into strength or something of that sort or switching to a DPS won't be viable.
The concept is not about making parties of just tanks doing DPS, it is about more people rolling a tank class and giving them DPS in the mix so players can have the DPS job they wanted with a sub in tank sometimes or vice versa.
Also 3 tank party would be kind of OP on most dungeons because they would take almost no damage from AOE effects. I have not tested it but think about dungeons like The Praetorium where the 2nd tank just does DPS, if I am in this position I always take trivial damage and can usually keep myself topped off. The big thing would be the huge lack of dps so the trade off i don't think would be worth it but the dungeon would get completed, just slow.
NP, I like open discussion and critique. Not many things get done right without peer review. Granted this is more conceptual review but in the science world this is how a lot of things start. I didn't give the numbers like the science world would have required but at least the ideas are out there.


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