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Thread: Dps que times

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  1. #1
    Player
    Kaethra's Avatar
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    Kaethra Tatrinae
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    DPS slots should flex from 2 to 4 based on timers for DPS in the normal duty finder dungeons. Then scale the HP of mobs to match.

    Reason for the disparity is you don't need as many tanks or healers in endgame as you need DPS. If you look at all the recruiting statics they need DPS and already have their tanks and healers. So players are going from tanks/healers to DPS to compensate.

    I know when I queue up for DS with my tank friend, its always DPS we're waiting for.
    (2)

  2. #2
    Player
    Sida's Avatar
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    Sida Bajihri
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    Quote Originally Posted by Kaethra View Post
    DPS slots should flex from 2 to 4 based on timers for DPS in the normal duty finder dungeons. Then scale the HP of mobs to match.

    Reason for the disparity is you don't need as many tanks or healers in endgame as you need DPS. If you look at all the recruiting statics they need DPS and already have their tanks and healers. So players are going from tanks/healers to DPS to compensate.

    I know when I queue up for DS with my tank friend, its always DPS we're waiting for.
    That, I think, has actually the same root reason for why we have too many dps in other queues. We have already established that many people play dps because they don't want the extra stress that comes with being a healer or tank. Those who play tank or heal are the people who either like the roles, often for the challenge and responsiblity, or are at least ready to go the extra mile to play the needed roles. these are the players who are also interested about endgame. The dps players (or vast majority of them, it seems) pick the role because it's perceived as easy and low responsibility. These people are not interested about the higher content, such as ex primals or savages.
    (0)

  3. #3
    Player Kosmos992k's Avatar
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    Kosmos Meishou
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    Quote Originally Posted by Kaethra View Post
    DPS slots should flex from 2 to 4 based on timers for DPS in the normal duty finder dungeons. Then scale the HP of mobs to match.
    It's not as simple as just scaling the HP of Mobs, Boss fights need to be balanced properly since if you double the number of DPS you won't just be skipping a phase, you could be skipping multiple phases in a single leap. Allowing this kind of dynamic scaling from 2 to 4 DPS in a light party would be utterly unworkable with the combat system and content that already exists (including SB content). No offense, but this is a completely unrealistic suggestion.
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  4. #4
    Player
    Kaethra's Avatar
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    Quote Originally Posted by Kosmos992k View Post
    It's not as simple as just scaling the HP of Mobs, Boss fights need to be balanced properly since if you double the number of DPS you won't just be skipping a phase, you could be skipping multiple phases in a single leap. Allowing this kind of dynamic scaling from 2 to 4 DPS in a light party would be utterly unworkable with the combat system and content that already exists (including SB content). No offense, but this is a completely unrealistic suggestion.
    I don't believe this will be a problem. I've been able to complete 100% of DF 4-man content in both ARR and HW. I don't believe it was designed with failure in mind. And I have no reason to believe SB will be any different. That's assuming what you say comes to pass. We're not talking about Trials, Extremes, Alliance, or Savage here. The content is already trivial, meant to be trivial, but is meant to be a stepping stone into harder content if the player wishes to so progress.

    I've seen flexing work in other games. And in the worst case scenario, more people sometimes lent to the content being harder sometimes. So your fears are simply unwarranted.
    (0)

  5. #5
    Player Kosmos992k's Avatar
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    Quote Originally Posted by Kaethra View Post
    I don't believe this will be a problem. I've been able to complete 100% of DF 4-man content in both ARR and HW. I don't believe it was designed with failure in mind.
    **snip**
    I've seen flexing work in other games. And in the worst case scenario, more people sometimes lent to the content being harder sometimes. So your fears are simply unwarranted.
    Be that as it may, you are not the one balancing the content. To dismiss the issue out of have based on what you've see in other games strikes me as arrogant.

    SE balances the content as they do. It's currently balanced around a 1-1-2 ratio in light party content, changing that to scale properly to 1-1-4 is a major change. Saying otherwise is being willfully ignorant, in my opinion.
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  6. #6
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    Aethaeryn's Avatar
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    Rakuyo Mitani
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    Quote Originally Posted by Kosmos992k View Post
    Be that as it may, you are not the one balancing the content. To dismiss the issue out of have based on what you've see in other games strikes me as arrogant.

    SE balances the content as they do. It's currently balanced around a 1-1-2 ratio in light party content, changing that to scale properly to 1-1-4 is a major change. Saying otherwise is being willfully ignorant, in my opinion.
    I mean...they could just balance content around that going forward after Stormblood. The MMO That Will Not Be Named does this already with some raid content (granted, not at the hardest level). I'm sure it's not easy, but I'd hardly call it unrealistic. At the same time, I don't really find it necessary for 4-man content. I wouldn't be opposed to dungeons released in 5.0 and on having 1-1-3 instead of 1-1-2, but scaling based on the number of players would be best reserved for 24-mans or 8-mans.
    (0)

  7. #7
    Player
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    Quote Originally Posted by Kosmos992k View Post
    Be that as it may, you are not the one balancing the content. To dismiss the issue out of have based on what you've see in other games strikes me as arrogant.

    SE balances the content as they do. It's currently balanced around a 1-1-2 ratio in light party content, changing that to scale properly to 1-1-4 is a major change. Saying otherwise is being willfully ignorant, in my opinion.
    Its simple math. Tank and Healer are constant. They're damage doesn't change.

    Two DPS is equal to Two DPS. Having four DPS is four DPS.

    If you have Four DPS, a tank and a Healer. You double the mob's HP. But only have 50% more players. That means normally, the mob would take 1/3rd the time EXTRA to kill. But that third is mitigated by buffs and debuffs floating around.

    So I don't see how this makes things easier. Also calling something ignorant and arrogant is a borderline personal attack, that's the only warning you'll get on that subject and only because it was borderline.
    (0)

  8. #8
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    EorzeaHero69's Avatar
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    Hmmmm... lemme think ab- no!
    (0)

  9. #9
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    Hitsuzen's Avatar
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    Interesting point. Buttt I am happy with the 1/1/2 ratio.

    Brings up a question though. Why don't 14 players want to play tank or healer classes? They have shorter queue times and they get bonus rewards. It's almost less optimal to play dps in a way, yet most people still only play dps.
    (0)

  10. #10
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    Astrus's Avatar
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    Karma Dunkelsonn
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    Quote Originally Posted by Hitsuzen View Post
    Brings up a question though. Why don't 14 players want to play tank or healer classes? They have shorter queue times and they get bonus rewards. It's almost less optimal to play dps in a way, yet most people still only play dps.
    Because not everyone likes to play every role for varying reasons.

    I have a friend who exclusively plays tanks and nothing else. They like being important and setting the pace for the runs they're leading.
    I almost never play tanks because running in front and leading the way is not my thing.
    Another friend gravitates to healers because as a healer every fight is slightly different even if you've done the encounter a hundred times already.
    In other games I too almost always play healers but in FFXIV they just feel uncomfortable to me. Which is a problem they share with casters in this game, something about them just feels wrong to me. So this is the one game where I main melee DPS.
    One of the Bards I played with before HW exclusively played Bard because of the range and mobility giving her an edge at dodging out of bad while keeping up dps. Or counteract her slow reaction times more likely.

    Additional incentives to tank or heal like shorter queues or bonus rewards can help bribe people into the roles but for others the "hassle" of playing a role they don't enjoy will outweight the incentives.
    (3)

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