You ask that ST queues for tanks be quicker even though it's usually the tanks who troll the ST queues to begin with and wasting everyone's waiting time...
You ask that ST queues for tanks be quicker even though it's usually the tanks who troll the ST queues to begin with and wasting everyone's waiting time...
Complaining about tank queue times?ST queues are very long for tanks 30min to 1 hour on average.
In ST the party make up is, 1 tank, 2 healers, and 5 dps per party x 3. The problem with this is it deviates from all the other 8 man content in FFXIV that is 2 tanks 2 healers and 4 dps. With so few tank spots to fit in all the tanks that normally play this game makes us have a really long wait compared to healers and dps.
Suggestion make change the party set up back to 2 tanks 2 healers, 4 dps like it was in the original crystal tower. The queue time for tanks was much lower and more reasonable wait of 1-10 min.
Bwahahahah hahahaha hahaha.... oh that was good, wait... you're serious?
BWAHAHAHAHAHA HAHAHAHA HAHAHAHA!
Welcome to my concert. I'll be playing the world's smallest violin today.ST queues are very long for tanks 30min to 1 hour on average.
In ST the party make up is, 1 tank, 2 healers, and 5 dps per party x 3. The problem with this is it deviates from all the other 8 man content in FFXIV that is 2 tanks 2 healers and 4 dps. With so few tank spots to fit in all the tanks that normally play this game makes us have a really long wait compared to healers and dps.
Suggestion make change the party set up back to 2 tanks 2 healers, 4 dps like it was in the original crystal tower. The queue time for tanks was much lower and more reasonable wait of 1-10 min.
Do you honestly think that ANYONE gives a crap that a tank has to wait more than 5 mins to get into anything at all? Really? Because, yeah, after a year of playing DPS, I'm not really feeling the sympathy.
my problem not the long queue for tanks
but the long streak of member withdrawal
Troll bait is delicious tonight, omnomnom
I've done ST as a tank, a healer and a DPS. Tanks get in easy, healer's have a moderately good queue time and DPS get shafted. Yes, DPS. The DPS slots outnumber the healer and tank slots combined, so having more slots won't make a noticeable difference for tanks. It certainly WILL make a difference for the DPS though.
Let it go. The extra tank would be redundant in ST anyway, so you'd simply replace one beneficial job with a meaningless one.
Just queue up as DPS. At least that way you can have some fun and do something still. If loot is on your mind there's no reason to worry either, you can pretty much win everything in ST with greed rolls as most players still just wait for the oils anyway.
There's very little need for an additional 3 tank slots. The only possible reason I could imagine it being helpful is in it increasing the odds of one of the tanks actually being willing to take initiative and tank. Three tanks standing idle and twiddling their thumbs is one thing, but most certainly 6 can't do the same right?
Not to mention Syrcus Tower just feels better than Labyrinth of the Ancients did. 6 tanks in a raid felt really forced, whereas I'll admit 3 tanks to a 24-man raid feels more....natural for lack of better words.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
http://youtu.be/FopyRHHlt3M
This about sums it up.
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