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  1. #37
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,812
    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.
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    Last edited by Shurrikhan; 06-23-2018 at 05:09 AM.