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  1. #1
    Player
    Keridwyn's Avatar
    Join Date
    May 2017
    Location
    Gridania
    Posts
    680
    Character
    Keridwyn Maeve
    World
    Coeurl
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Shurrikhan View Post
    There are far, far more choices in damage-dealers than tanks and healers simply because those two "roles" are far more rarely relevant, and can in many cases be avoided outright.
    A side note, as someone who's played D&D/Pathfinder/Others for various years this is misleading because those classes that cannot be built into tanks or healers can be built into something this game lacks...support. Also absolutely no DM I have ever met has run into a pure DPS party with zero healing options beyond potions and not gone 'are you sure?' Tanks are optional, healers are not.

    Quote Originally Posted by Shurrikhan View Post
    Damage will remain the most popular "role" not just because of the aesthetic -- there are plenty of people who love the beefy plated Fighter or Paladin aesthetic -- but largely because it's the one not wastefully specialized past a certain point.
    No, it's because of reaponsibility. People DO NOT WANT to be the ones constantly getting blamed for the mistakes of the whole party. DPS might be more mechanically satisfying to play but unless you are doing something so blindingly obviously wrong even people unfamiliar with the class notice, the only person who might call you out is someone more skilled/familiar with that particular DPS. Play a tank or healer though and suddenly anything that goes wrong is and will be your fault and folks who have little idea how to play your class will feel the need to give you 'advice'. It happens all the time. People don't want this and have never wanted this. It takes a certain mindset to be okay with this. That, more than 'its more fun', is the truth of it.
    (0)

  2. #2
    Player RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,146
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    The DPS queues are caused by player base. Its not something the game developer can easily fix at this point.

    Changing 4 man duties to 5 man to have a 3rd dps will help for all of maybe 1 month before queue times go back to what they are now. The reason being it seems a lot of you fail to realize a number of tanks and healers queueing these duties are doing so because it has a shorter queue time on those roles. If the DPS queue time goes down they will start queueing as DPS because its their preferred role or job and the role distribution in player base will shift to a higher DPS percentile.
    (2)

  3. #3
    Player
    Jijifli's Avatar
    Join Date
    Jun 2015
    Posts
    1,384
    Character
    Jijifli Kokofli
    World
    Balmung
    Main Class
    Arcanist Lv 55
    People who think HW had no queue issues are funny, thinking DRK and AST fixed anything past the first month of hype train.

    I had a 45 minute queue before in 3.1 with myself as a dps and partied with a healer. I have yet to achieve that wait time in SB, yes, even shortly after release, when I started leveling dps.
    (0)

  4. #4
    Player
    hynaku's Avatar
    Join Date
    Mar 2015
    Location
    New Gridania
    Posts
    2,800
    Character
    Inglis Eucus
    World
    Cuchulainn
    Main Class
    Reaper Lv 100
    They could just add a difficulty setting where the lowest setting you could run it without a healer or a tank. They could also do away with cool downs on potions so ones could self heal.
    (0)

  5. #5
    Player Jhett_Magnum's Avatar
    Join Date
    Dec 2014
    Posts
    385
    Character
    Zanku Hado
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    I’ll save y’all the trouble:

    Yoshi-P: Current dungeons are balanced around 4 players blah blah blah....would take months to implement blah blah currently not on our roadmap going forward...
    (0)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Keridwyn View Post
    No, it's because of responsibility. People DO NOT WANT to be the ones constantly getting blamed for the mistakes of the whole party. DPS might be more mechanically satisfying to play but unless you are doing something so blindingly obviously wrong even people unfamiliar with the class notice, the only person who might call you out is someone more skilled/familiar with that particular DPS. Play a tank or healer though and suddenly anything that goes wrong is and will be your fault and folks who have little idea how to play your class will feel the need to give you 'advice'. It happens all the time. People don't want this and have never wanted this. It takes a certain mindset to be okay with this. That, more than 'its more fun', is the truth of it.

    Yes. Agreed. That's... what I just said....
    Quote Originally Posted by Shurrikhan View Post
    And then there's the responsibilities. Perhaps if the responsibilities of DPS were equally visible, a bit more of the ostensible tank/healer burden taken up by DPS, then the other roles would be more attractive, at least relatively.
    And until there is a way for DPS output to actually be visible, that's not going to change. Healers have short-term benchmarks -- did it kill, or did we save? Tanks have short-term, visible benchmarks -- did it kill me, or did I survive? But DPS have none of that. You'll see these very obvious fail-checks in games with CC and no meat-tanks, whereby if the DPS don't deal enough suppressing damage or time out their CC correctly, or lead the attack out, then people die. But in XIV, their only visible responsibilities are the bit in common for all jobs -- did I DDR correctly?

    If you want tanks and healers not to feel more burdened with responsibility by comparsion, you need mechanics in which DPS partipate beyond simple damage dealt over the encounter. Be that through CC being returned to the game and made more meaningful, damage able to reduce enemy damage alongside better pacing control, more snap-tanking participation, or whatever else, there needs to be something more than just gradual numbers, something visible.

    The problem is that many are all too eager to pass off any participation beyond damage-dealing as subverting the 'holy trinity' or reducing complexity, even though it's exactly what can make team play feel like more than role-by-role tunnel vision, and ultimately adds depth to each role.
    (1)
    Last edited by Shurrikhan; 06-23-2018 at 05:09 AM.

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