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Thread: Dps que times

  1. #51
    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. #52
    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. #53
    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.
    (0)

  4. #54
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    Venjenz's Avatar
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    Venjiwenji Lala
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    Quote Originally Posted by demonette View Post
    Imagery of classes is important for a lot of people. If you're strictly goal-oriented then this makes no sense to you. Tanks are narrowly defined in this game as heavily armored warriors/knights; healers also have certain connotations. If those don't appeal to you, no sugar coating or rewards are going to make you like it.

    Also DPS jobs have a lot more variety in their rotations.
    If queue times for DPS are a bother, either don't queue or do something other than DPS. The long queue time is the emergent motivating tool to get people into the two roles that are less popular.

    Every class based MMO has close to the same breakdown of players. 20% tank, 20% heal, 60% DPS. +/- 5% max, that's what you'll see in any trinity centric MMO. And of those populations, I'd wager that healers and tanks have more people who got coerced/forced into the job based on FC/friend needs moreso than actual desire, based on what you say about the job itself. And for all the content that requires/encourages soloing...all that is easier (mostly) with DPS than a tank or healer, which again is common to all class based MMOs. Add in the community treatment of tanks and healers, and yeah, DPS have a much larger population waiting in much longer lines.

    But there's no development way around that if your game has a trinity based core. DPS is more fun, more casual, and has way fewer group headaches. I am not saying DPS does nothing, but they do not take the same level of heat tanks and healers do, which makes sense because as other have said, DPS mistakes and poor play are so much harder to notice. The soloing being easier is just an added bonus. It all boils down to DPS having long queue times and that's that.
    (2)

  5. #55
    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)

  6. #56
    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.
    (0)

  7. #57
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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)

  8. #58
    Player
    Makeda's Avatar
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    Quote Originally Posted by Edewen View Post
    Because queue times aren't a problem in other games that have 5 man groups?
    Agreed.

    DPS queue times are even worse in WoW than here, and WoW has 5-person dungeons, 10+ person raids (you can have 10-40 people in a raid, of any composition you desire, and this STILL doesn't help DPS queue times).

    The only solution is to go the Guild Wars 2 route - and remove tanks and healers... but then you risk going the Guild Wars 2 route, and having Dungeons where no matter what the mechanic, it has to be beatable by people with no armor who need no healing... so everything can be 'cheesed' by people bringing speed-DPS and doing the exact same mechanic on every boss and trash pack in the game (In GW2, almost every non-raid fight can be beaten by stacking all in one spot in a corner and doing a 'line of sight' pull so the mobs all stack on the same spot as you... and then you just spam your highest DPS buttons and ignore all mechanics or other actions). This is why Guild Wars 2 laid off their entire Dungeon Design team a few years back... and put tanks and healers back into the game when they added raiding...

    DPS queue times will just be slow in MMOs... unless someone figures out how to do a combat engine without tanks or healers that is actually fun...
    (1)
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  9. #59
    Player
    Kaethra's Avatar
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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)

  10. #60
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    EorzeaHero69's Avatar
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    Hmmmm... lemme think ab- no!
    (0)

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