OP it's great idea , but it only will work for 3 new & 3 prev dungeons cause tomes , need somethin else . Still 450 x 3 is winner idea![]()

OP it's great idea , but it only will work for 3 new & 3 prev dungeons cause tomes , need somethin else . Still 450 x 3 is winner idea![]()
@exstal
Imagine the frustration being forced to play a dps and dealing with bad tanks because of a role currency/content lock prevented you from tanking? This ilvl110 paladin is mad cause I bane on my ilvl90 alt class and he can't hold threat on more then one target. Oh the nightmares!
@OP have you ever had to deal with a bad tank that just tanks to avoid que? Especially one that doesn't try or listen to advice? Imagine how much worse it would be if this suggestion was implemented. Its already bad now with all the awful ilvl 100 geared players that don't know how to accomplish their role.
@op what about the people who go with premades? Hey man we need a tank. Sorry Im tank locked. Sucks. Tanking and healing are less popular because they come with extra responsibility then dps that some people just dont want or aren't capable of. If 50% of the classes were tanks you still wouldn't have 50% of players tanking.
@op what about the dps players who already que as a tank or healer to help guild mates or just DF ques? With your system they wouldn't be able to do that to gear for their main role. So for example. You are your raid teams main bard. Its time to get poetics to gear up for final coil. Your alt class is much lower ilvl tank but more then good enough for a dungeon. Now you want to tank for guildies or the DF to get tomes for raiding but you can't cause tomes are role locked. Now you can either not gear your main or not help others get into combat. Increasing the reward of tomes to needed classes won't help either. They will just cap with less runs so you will have even longer ques as tanks need fewer DF runs than dps and que less often.
again the only thing your suggestion provides is a smoke screen for the old argument of getting more things than other people because you have more time to play. In this case time to cap three tomes a week.
Last edited by Einheri; 11-04-2014 at 06:57 PM.


I am actually leveling a new character right now that is a tank. Because if I get it to levlel 50 on my main it will always be 20-30 ilvls behind my other classes.
I like the idea of "tanktomes" "healingtomes" "dpstomes"
Because this game is soo bad at the class system. I actually started playinh cause i thought it was cool that one character could be all the classes.
but i dont think they are doing very well and should maybe either make it more multirole friendly or limit one class per character. Now its something in between
Or the developers could just figure out a way to make tanking more appealing to players.
Like, personally, I don't have a problem with tanking the way that it is. But I feel that it is fairly evident that most players do. And I believe that it falls to SE to make tanks more fun to play.
I hear a lot of common arguments why people don't tank. "The party might be very critical of my ability (or lackthereof) and may abandon me or kick me out of the group" or "I don't want to have to take charge." Yet these same reasons still apply other classes and they put up with them and play their class.
I just feel like a lot of people don't find tanking very fun at all. It is a Tank's job to survive and hold threat, but for light party content it can get really boring. And during some raid encounters (thought significantly less so), it can be daydream inducing because there is simply no challenge. And if you do see an opportunity for challenge, it's a challenge you have to choose whether or not to place upon your group. They may not be able to handle it as well as you'd like.
Tanks just feel so cumbersome in their implementation in many platforms of PvE across many games if you ask me. And the sooner that is addressed the sooner DPS everywhere can look forward to more reasonable queue times.
Last edited by Delorean; 11-04-2014 at 06:58 PM.
Mwuah, I disagree on the notion that the same applies to DPS classes. As quite simply, it's not as apparent if one of the DPS classes screws up greatly. Running a parser the DPS charts in a dungeon would often be something like:
DPS A 250
Me 110
DPS B 70
Healer 60
DPS B in that scenario is doing a very, very poor job. However, has no accountability for it whatsoever. Simply because it's not as apparent. It doesn't lead to a group wipe as quickly. And without third party tools contribution of DPS A vs DPS B would be nothing more than a mere guess. And even if a DPS does die repeatedly, it tends to simply be passed upon as if nothing happened. The person is raised, perhaps a few times, and not a single word is spoken about it.


Pretty much this. The spotlight shines the most heavy on the tank and healer on stage and are expected to continually give a Grade A no lines or dance steps missed performance worthy of an Emmy each dungeon. While the DPS are maybe in the running for Golden Globes for supporting cast members.
Some people like the spot light and that's okay, if the que times are any indication however most do not. I can't say I blame them either. The difference between playing a game happy and in peace vs being put under a microscope every breath they take.
Personality of the player can determine enjoyment from tanking as much or more then mechics/playstyle, hell even dps.
Look at wow. In there last xpac with the vengence buff tanks were dps who wanted agro. But they still weren't popular. they have combos and rotations just like dps. Threat per second is as important as dps, damage mitigation can be as exciting huge crits. Timing cool downs and abilities to survive as a dps would to maximize damage.
I mean the game play for dps can be extremely boring. Here is a boss ill do my rotation for 5 minutes he will Die. Oh look look stuff on the ground shift right continue rotion. Some fights require more and for some people going for the high score (high dps) is exciting.
For some controlling the fight, having good timing, controlling pace, protecting your comrades is exciting.
Now the big difference comes with accountability. Your a bad tank, people will die. You sneeze and miss a cool down people will die. Need to move a boss and train a cleave to your party people will die. Lack gear people will die. Need to gather adds or people will die. Need to kite just right so people dont die. Had the boss in the wrong spot at the wrong time people die.
Its very noticble when a tank fails. Some people dont want to be in the spot light. Have you ever been in an encounter as a dps a kicked ass, carried a team and no one noticed? Have you linked your damage charts when no one asked to show how good a dd you are? Tanks survive or die and every one sees. Its obvious when they do well or fail. For some its what they want or don't want.
If a dd and tank played exactly the same, did the same damage had the same resposibiltys in a fight the only difference being that one got punched in the face while the other didn't. The latter will still be more popular.
Last edited by Einheri; 11-04-2014 at 08:42 PM.
I'm against this idea. Like someone mentioned, it's just a smokescreen for people that have more play time to gear up faster.
Prioritize what is important and gear that up first. Life lesson think of it as a budget.
<Insert inspirational quote here>
You can play all roles, it's only for newest coil that is preferable to have top end gear, everything else can be done with previous tier gear. Just because you are gearing up a DPS job, does not mean you have to run dungeons on that job! I main MNK for coil, I run DF as either tank, healer or DPS and initially use the tomes to gear up MNK, then tank, then healer. But you can still gear up your other roles, presently, with soldiery which isnt capped. 110 is enough for all content, including final coil.
So whats the problem?
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