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  1. #1
    Player
    Krr's Avatar
    Join Date
    Sep 2013
    Posts
    741
    Character
    Murah Jhida
    World
    Cactuar
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Lafiele View Post
    To the above guy, stop using casual player as a term like they are noob.
    Quoted for context; Snipped for character count.

    I'm sorry if my nomenclature for playstyles offended you! Please understand, I used casual player to define a mindset preferring relaxation rather than adversity in the game.

    Tanking is executionally easier. This is a fact. Tank threat rotations are 6-8 buttons long (even less for PLDs,) and managing AOE is done with a 2-3 button long AOE rotation. Positional awareness is required so the tank doesn't die. DPS rotations are 10-16 buttons long. Positional awareness is required so that the DPS doesn't die.

    These factors combined drive the majority of both serious players who want a high execution job and casual players who want a low stress job away from tanking and healing. It is a flaw in the game's job and encounter design, not the mindsets of either side of the player base.

    Also, I am not a guy.
    (0)

  2. #2
    Player
    Docj's Avatar
    Join Date
    Sep 2013
    Posts
    52
    Character
    Doc Jay
    World
    Ultros
    Main Class
    Gladiator Lv 50
    I have always thought that 6 man content would have fit the game population better. Parties would consist of: 1 tank, 1 healer, and 4 dps. To me, this seems to be about the same ratio people choose to play the roles.

    I think 4 man parties seemed like a good idea for a game that doesn't have a party matching system. Finding 6 people for simple exp parties in FFxi proved time consuming; from that perspective 4 people would have been faster to find. This game has the "Duty Finder" and "Party Finder" though, so I don't see the benefit of smaller parties other than they are easier to create content for.

    To sum it up as saying it's our own fault (the player base) because too many people choose dps jobs is naïve. The fact of the matter is: they (SE) could have looked at data from FFxi (their own) and other games to predict with a fair amount of accuracy how the population would choose to play.

    This distribution 4:1:1 is just the way it is; there isn't any way to make someone who prefers dps magically prefer tank or healer. The roles are entirely different experiences, and some play for a particular experience (i.e. beating things up). Things like mounts, tiny bit extra gil, etc., will not change this.

    I myself play all 3 roles, depending on my mood. I know before I choose to duty up as BLM, SMN, or BRD I better plan on crafting for a while or do something else to pass time until it finds me a party.

    Bottom line is: a game built around 6 man content would have avoided this problem. Instead we have to deal with high queue times as a dps.
    (0)
    Last edited by Docj; 04-09-2014 at 05:35 PM.

  3. #3
    Player
    Steffie's Avatar
    Join Date
    Aug 2013
    Posts
    52
    Character
    Miya Malaguld
    World
    Kujata
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Lafiele View Post
    SE has done all they can to make tanks more attractive to play but just like every other game out there, people just enjoy DDs more. The only way to make queues shorter is to make DDs less pleasing to play but is that really the road you want to head to?
    This very much. If i have a choice between playing my Paladin and Monk, i would go with my monk but sadly tank queue time is so much more better and i ended up gearing my Paladin a lot more. Yea managing your defensive buffs to prevent getting hit by burst damages from boss, watching for adds, skills to interrupt, dodging abilities, watching the threats i would say it is alot more stressful than monk who just dodge stuffs, do your rotation properly, pop cooldowns when needed. I am the lazy type, i always queue as a dps in most PF for pugs unless the PF only got tank spots left.

    Tanking is executionally easier. This is a fact. Tank threat rotations are 6-8 buttons long (even less for PLDs,) and managing AOE is done with a 2-3 button long AOE rotation. Positional awareness is required so the tank doesn't die. DPS rotations are 10-16 buttons long. Positional awareness is required so that the DPS doesn't die.
    Rotations's length in my opinion don't matter a lot in execution because once you do the rotation long enough, you sort of go into this automatic mode where you know how to execute it by heart, in fact a few times when i have to offtank as my pally i found myself maneuvering and pressing rotations buttons from my monk by mistakes, like moving to the flank when i am going to press 3 which is twin snake for my MNK and riot blade for my Paladin even through riot blade don't have any positional requirements to deal their full damage potency. Sure dps got a lot of rotation and damage buffs to juggle, but it is the DD's own buff they have to juggle, but when it comes to tanks, it is trying to manage the damage by using your cooldowns correctly, some boss's high damaging move could be predictable and even then the pattern probably change every phrase while some are just depending on the RNG.
    (0)
    Last edited by Steffie; 04-09-2014 at 05:28 PM.

  4. #4
    Player
    SekiShiki's Avatar
    Join Date
    Aug 2012
    Posts
    33
    Character
    Seki Shiki
    World
    Ragnarok
    Main Class
    Goldsmith Lv 50
    I'm thinking something very similar to what GW2 devs have decided for their game: they removed, in fact, healer class in such way, they have supplied healing capabilities to every job, so every job can put in hotbar healing skill and be the healer of the group.
    In this game I would remove the tank class, giving DPS and TANK abilities to all melee classes (war,monk,drg,pld) or even to whole actual classes. In such way, the queue problem will be solved.
    (1)

  5. #5
    Player
    Luxx's Avatar
    Join Date
    Mar 2014
    Posts
    292
    Character
    Cress Albane
    World
    Leviathan
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by SekiShiki View Post
    I'm thinking something very similar to what GW2 devs have decided for their game: they removed, in fact, healer class in such way, they have supplied healing capabilities to every job, so every job can put in hotbar healing skill and be the healer of the group.
    In this game I would remove the tank class, giving DPS and TANK abilities to all melee classes (war,monk,drg,pld) or even to whole actual classes. In such way, the queue problem will be solved.
    please don't. gw2 was pretty fun for a while and the concept was nice but the no trinity made the game gg2easy and very boring. i like to be dependent on.
    it was just weird to me, but applaud them for steppin out the box, i just HATED it in dungeons. >_<

    the problem lies in: tanks are usually boring, with boring skills and ppl like...pizzaz! also, ppl simply just like to do damage more.
    as lafiele said, se did all the could to boost up tank love.


    my 2 solutions: I: i think we need to add more tanks in game for variety.
    ppl talk about XI's ninja...so add that next or any thing thats be a tank. c:

    II: 5 man runs. these 4 man runs arent cutting it. adding an extra will relieve que times. i feel like tanking problems had gotten better thanks
    to roulette, when i 1st started i waited 30mins for ifrit as a thm in 2.0.

    has anyone just thought the reasoning behind no one want to tank coz they just do not want to?
    its not ones fault for choosing the class they prefer. dont blame other for not being a tank, they do not want to. i love to heal so i'm lucky
    but just coz someone doesnt wanna tank coz it's not their style or just stressful or boring. :/
    (1)
    Last edited by Luxx; 04-10-2014 at 12:26 AM. Reason: post count. -.-

  6. #6
    Player
    Krr's Avatar
    Join Date
    Sep 2013
    Posts
    741
    Character
    Murah Jhida
    World
    Cactuar
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Steffie View Post
    Sure dps got a lot of rotation and damage buffs to juggle, but it is the DD's own buff they have to juggle, but when it comes to tanks, it is trying to manage the damage by using your cooldowns correctly, some boss's high damaging move could be predictable and even then the pattern probably change every phrase while some are just depending on the RNG.
    Agreed, for every 8-man encounter starting at and beyond Ultima HM. Cooldown management is what separates good tanks from bad tanks.

    Rotating cooldowns on 4mans, on the other hand, is like using an ocean to put out a campfire. The content is tuned such that even tanks as low as i70 will shrug off pretty much every attack without even noticing it. I say this from both the tank end and the healer end. It's a way to be a bit showy at best, and a waste of critical emergency resources (that'll probably never come up, natch,) at worst.
    (0)

  7. #7
    Player
    lxSch's Avatar
    Join Date
    Feb 2014
    Posts
    247
    Character
    Alex Pokute
    World
    Lich
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Krr View Post
    Which is hilarious, because tanking 4man dungeons in this game is seriously the most braindead thing I have ever done. At least as a SCH I can pretend I'm a DPS while the tank shrugs off trash mobs' attacks...

    Casual players are scared of the skill floor required for tanking and healing, and serious players are driven away from tanking and healing casual content because its still ceiling is stiflingly low. The only time I tank or heal any more is when those roles are called for in serious 8mans, where those roles are actually checked for more than 'has a pulse and can press button', or when my FC wants to do premade speedruns or introduce people to content without putting up with toxic gamer bro randoms making jokes about sexual assault.
    Games are generally easy because are meant to relax, not to be a job. Moreover online games are meant to grant social experience, which makes them even easier.
    Whenever i want a game where i can think about strategy and tactics - i would play an RTS game where i have to fight against AI (which adapts to counter my strenghs and strike at weaknesses).
    FFXIV has 3 types of enmity management: target with highest enmity, closest target and randon target. A good AI system would analyze the team composition and health and attack the target to hurt at most (healer revived with low hp - ffs, tanker doing low damage - ignore, dps has generally low hp - ffs), team standing close - use aoe, and etc. This would remove the repetition element and force everyone to start thinking what they are doing and what can happen.
    (1)

  8. #8
    Player
    Lord_Zlatan's Avatar
    Join Date
    Oct 2013
    Location
    Ul' Dah
    Posts
    1,188
    Character
    Zlatan Tarrant
    World
    Famfrit
    Main Class
    Red Mage Lv 70
    just out of curiosity... the majority of people (from my experience) that complain about long queue times are on the bigger servers... does that have anything to do with it?
    (0)

  9. #9
    Player
    Aegis's Avatar
    Join Date
    Mar 2011
    Posts
    1,161
    Character
    Aegis Elisus
    World
    Balmung
    Main Class
    Armorer Lv 70
    Quote Originally Posted by Lord_Zlatan View Post
    just out of curiosity... the majority of people (from my experience) that complain about long queue times are on the bigger servers... does that have anything to do with it?
    I'm on Balmung, which I believe is in the top three. I never get queues of more than 5-10 mins for current content (the new HM dungeons, Ex Primals etc) on any job. Less popular content can take longer, but that's regardless of which role I enter as.
    (0)

  10. #10
    Player
    AmnesiaHaze's Avatar
    Join Date
    Sep 2013
    Posts
    291
    Character
    Amnesiahaze Conjurer
    World
    Phoenix
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Aegis View Post
    I'm on Balmung, which I believe is in the top three. I never get queues of more than 5-10 mins for current content (the new HM dungeons, Ex Primals etc) on any job. Less popular content can take longer, but that's regardless of which role I enter as.
    but i thought duty finder is cross server, how can one servers population influence duty time ?
    (0)

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