Unfortunately, the entire game is balanced around the existing trinity and ratio of DPS to heals to tanks. To add a fifth DPS to the parties would require a lot of re-balancing that would affect every multi-player instance.I can fix queue times in 5 seconds. Ready?
5....4....3....2....1....change light party from 4 to 5 players (1 tank, 1 heal, 3 dps) like a ton of other MMO's - FIXED!
I'm half joking at how fast that change would be - but with the current ratio of tank/heals to DPS specs the 1:1:2 does not make sense any longer. Adding even more new tank/heal classes will not help in the long run (just ooo new and shiny short duration "fix") More incentives will just give more free stuff to people who actually like tanking/healing - not fix queue times because more people do it (a few might, sure but it won't change much.)
Agreed -- I don't think changing the amount of DPS in a dungeon is tenable as a solution. That's 1-3 more DPS a tank has to keep track of; that's so much more damage being thrown out, which would make dungeons even more of a faceroll than they often are.
As far as the tier rewards, I'd love more EXP/misc rewards. I like gil, but something with more momentum (a mount/title/glamour) would spur me to queue more often.
Oh, I agree about rewards, I was using the gil as a way of illustrating the scaling, I'd prefer incentives other than gil to be honest.Agreed -- I don't think changing the amount of DPS in a dungeon is tenable as a solution. That's 1-3 more DPS a tank has to keep track of; that's so much more damage being thrown out, which would make dungeons even more of a faceroll than they often are.
As far as the tier rewards, I'd love more EXP/misc rewards. I like gil, but something with more momentum (a mount/title/glamour) would spur me to queue more often.
Honestly, I wish they made tanking a bit more mechanically intensive. As stated here, the roles become quite bland if you take the ability to optimize away. I get why SE and Yoshi have designed tanking and healing the way they have. They want more new people to play tanks and healers and not feel burdened or anything by mechanical difficulty. However, in doing so, it alienates a lot of players who want to optimize.
Back in 2015, TERA had an endgame raid called Akerno's Inferno (you can search youtube, or video of me tanking it here). And I'd queue for it every single day as a tank because tanking was fun and engaging and mechanically challenging. Optimizing DPS made it even more of a challenge, because then it would be about fitting as many attacks in between blocks as possible. while taking minimal damage.
I think we all should get 1 or 2 daily insta queue, no matter which class.
After that we all go to the regular queue times.
Should clear the Duty finder of the people just progressing the story or people who play for short periods of time.
Thus will also reduce the queue times for more hardcore people, since casual gamers will come and go way faster.
Recently suggested this in a similar thread. Scrap the adventure in need EXP bonus entirely. instead make it a useable scroll type item that players can use on any job they so choose
If you had a scroll (ffxi players might remember things like miramettes memoirs) then you could run the roulette as a tank or whatever job job in need get a scroll and use it for an exp boost on any job you wanted. maybe equivelant of 10% of whatever level that job currently is.. so if I ran levelling roulette as a pld and used that scroll on my 60 blm. it'd be about 400k exp... it would need to scale though in order to work. because if it was just a flat boost. at a certain point it'd just not be worthwhile. kinda like what happens with guildhest roulette. even in mid 60s its still only 30k exp which is not even 0.5% of a level
Something like that would incentivise a lot of players to roll as a tank / healer and still allow them to level there dps jobs. this would have a 2 fold positive effect on queues..
Firstly it would increase the number of tanks and healers thus reducing queue times for everyone...
if I had the option of running levelling roulette on dps and getting 900k exp with a half hour queue or getting 400k exp with no queue I know which i'd choose...
the second positive effect is that allowing these players to level there dps jobs whilst running roulettes as tanks/healers would also in turn decrease the numbers of players in dps queues for the rest of the playerbase and that again means even faster queues for everyone.
it would be such a simple thing to implement andwould almost certainly improve queue times across all the roulettes
Essentially with this idea everyone wins.
Last edited by Dzian; 06-30-2017 at 04:05 AM.
indeed it would...but it is the best solution to the issue that will never go away no matter how many incentives you try to give players to play a healer or tank. Why do you think SCH/WAR/DRK are mad their damage got gutted? People like to do damage and that made those jobs palatable to them. The addition of two highly requested, OP DPS jobs AND nerfing tank/healer damage is a recipe for disaster...as we clearly are feeling that at the moment.
I guess the problem with this is that it creates the same situation we have now. Let's say you're a DRG, and your queue pops instantly. Great! You get into the instance, and there's your AST, and your RDM partner. But... there's no tank.
You're still going to be waiting on a tank or a healer to queue. The queue itself is created by player demand. You can't snatch tanks or healers out of thin air to add to your party.
I also think this is a great idea. It's simple, and most importantly, easily implemented.
Either they just need to come out with another tank and healer class, because in HW this problem was not to big of an issue.....or just give dps a little more exp to balance out the wait time between tanks and healers going twice while you're still waiting for one que
Honestly the only way around this is to never never never ever just realease two dps classes that was the worst idea for que times hands down and plus only like 1 healer is good and 1 tank is good while the rest have some balancing issues...
Two miconic DPS roles at once was a little heavy handed. Regarding the tanks and healers, I have done a lot of reading and listening and have to conclude that although there are some issues for WAR/DRK and SCH, all 3 tanks and healers are perfectly viable in all the content we currently have for StormBlood - although tanks might need to focus more on keeping aggro and healers a little less on DPS.Either they just need to come out with another tank and healer class, because in HW this problem was not to big of an issue.....or just give dps a little more exp to balance out the wait time between tanks and healers going twice while you're still waiting for one que
Honestly the only way around this is to never never never ever just realease two dps classes that was the worst idea for que times hands down and plus only like 1 healer is good and 1 tank is good while the rest have some balancing issues...
Imagine that though, tanks focusing on max aggro and healers focusing more on...healing. Almost as if that was their role.
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