

So what, 6 man dungeons with 4 DPS? Because that's about the ration here.Except that being a DPS only main is perfectly fine if the content didn't require tanks, healers and DPS in a ratio that doesn't match the preference ratio of the community. Shafting people over this design failure is asinine and supporting such is rotten.
In a pass-time activity that you are meant to enjoy, I don't think it is the responsibility of the players to play something they don't enjoy so that the failure of the devs works out. It's the responsibility of the company to match and accommodate the preferences of the players.
That's silly. There are stright up too many DPS only players.



Sure, why not? Where's the issue?
There's no such thing as too many DPS only players. You just have to adapt the content to suit. More slots is a good first step without breaking the mold.
You can also make content work even with only DPS and it doesn't even need to be less engaging than the usual content, because tanks and healers are only needed for tank&spank. You don't need them for gaze attacks, you don't need them for stack mechanics, nor spread mechanics, nor placement mechanics, nor soaking mechanics, nor telegraphed AoEs, nor standing on platforms, nor add priority, nor meteors, nor any other mechanic where you are supposed to do something specific to avoid damage, because you can always make people avoid ALL damage if the mechanic is done correctly.
One dungeon that's all mechanics and no trinity per patch and the problem would be alleviated. And people who are dead set on the trinity can just queue for the other. That's another way to alleviate things.
Incentives are just a reward for having a certain preference, or a punishment for not having it. They're on the same level of stupid as rewarding or punishing people for belonging to a certain religion. And the mandatory quota of 1 muslim, 1 catholic and 2 jehova's witnesses is completely arbitrary - it can and should be changed if there's a considerable surplus of any of them.
That idea might work, but then people would complain that it's too easy or that the rewards aren't good enough. If it's too hard then healing or tanking might be needed and if the reward isn't good enough no one will run it. It'll be hard to balance it, and end up like POTD.
Many of those mechanics would require healing afterwards because you do not actually mitigate all damage by performing them. Also damage output from all souces would have to be nerfed into the ground or a tank or healer would be necessary just because second wind is not enough recovery for an entire encounter.You can also make content work even with only DPS and it doesn't even need to be less engaging than the usual content, because tanks and healers are only needed for tank&spank. You don't need them for gaze attacks, you don't need them for stack mechanics, nor spread mechanics, nor placement mechanics, nor soaking mechanics, nor telegraphed AoEs, nor standing on platforms, nor add priority, nor meteors, nor any other mechanic where you are supposed to do something specific to avoid damage, because you can always make people avoid ALL damage if the mechanic is done correctly.
One dungeon that's all mechanics and no trinity per patch and the problem would be alleviated. And people who are dead set on the trinity can just queue for the other. That's another way to alleviate things.
If you want this model PotD exists but if all content turned into that model I would unsub because it would be so damn boring.
Making two separate play models is needless work when the dev team has much bigger fish to fry.
Tank and healer need larger incentives and those incentives need to grow until this disparity is solved.


There will always be a disparity between tanks/healers and dps queue times. It has always been that way in every MMO. It's the nature of the beast. The only true way to get around it is the Guild Wars 2 method of removing the trinity.Many of those mechanics would require healing afterwards because you do not actually mitigate all damage by performing them. Also damage output from all souces would have to be nerfed into the ground or a tank or healer would be necessary just because second wind is not enough recovery for an entire encounter.
If you want this model PotD exists but if all content turned into that model I would unsub because it would be so damn boring.
Making two separate play models is needless work when the dev team has much bigger fish to fry.
Tank and healer need larger incentives and those incentives need to grow until this disparity is solved.
I'm not bothered by the disparity in the slightest as a healer main but it seems like DPS players are and from what I can tell in this game it's all about numbers. Either make a tangible difference in the rewards people receive or accept that this difference will continue.


As a Dps player, I accepted this reality of being a DPS a long time ago. Most of the DPS I know have done the same. Only a small minority complain about it.I'm not bothered by the disparity in the slightest as a healer main but it seems like DPS players are and from what I can tell in this game it's all about numbers. Either make a tangible difference in the rewards people receive or accept that this difference will continue.


PotD is basically "Tower of Druaga" except with much smaller floors, and the passage is unlocked by killing the monsters, not killing monsters until you find the key. The procedural dynamic dungeon design is essentially the same as Mabinogi.If you want this model PotD exists but if all content turned into that model I would unsub because it would be so damn boring.
Making two separate play models is needless work when the dev team has much bigger fish to fry.
Tank and healer need larger incentives and those incentives need to grow until this disparity is solved.
If Square-Enix wants to mess with players, whatever special dungeon they come out with next should require 8 DPS players. Let's call this "DPS Lemmings". The DPS have to get to the exit without taking any damage. Teach them to avoid AOE's.
Unfortunately I think the disparity will always exist, to one degree or another. Simply put, not everyone likes to tank. They key is to reduce it as much as possible with incentives, while not going overboard on said same incentives. Those incentives need to be 1: simple, and beneficial to the tank w/o being overboard, and 2: be repetitively beneficial. a mount is great, but it's one shot. your done with the incentive once you got the mount. But an experience token for any job you may have...that fits the criteria great.
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