Why should you be rewarded for playing the most populated role and clogging up duty queues?
Why should you be rewarded for playing the most populated role and clogging up duty queues?
Nah scrap that.. Shouldn't get more EXP just because you have to wait longer.. Just go do side quest fillers or FATEs while you wait for queues..
If you're trying to improve queue times for DPS then just make dungeons 5-man.. or even 6-man
1 tank / 1 healer / 3 or 4 dps..
This would significantly lower queue times in theory..
Buffing EXP wouldn't work, because more DPS players who focus on PvP or PotD would just funnel into dungeons. You know why the queues for those are good? Because they don't require tanks/healers.
Adding more tanks/healers would only solve the issue for a short time - because generally if you like to tank dungeons, you're going to play a tank.. If you don't like to tank dungeons, you're going to play a DPS or Healer.. It won't really affect how many tanks queue in, it will just shift the number of tanks that play the current tanks onto a new tank job. Will likely not see a huge influx of more tank players.
Increasing the number of DPS in a dungeon however - this would effectively let more DPS that are in the queue into the dungeon.. So the number of required tanks/healers per-DPS would be lower.
Last edited by Altena; 09-18-2017 at 11:21 AM.


Which in turn would mean spending a lot of dev time for the devs to go back through each of the games five million dungeons and re-tune them all to be equal to synced four player dungeons in terms of difficulty. I doubt most players would be okay with seeing maybe two new dungeons a year and one new raid a year while the devs are just reworking old dungeons.If you're trying to improve queue times for DPS then just make dungeons 5-man.. or even 6-man
1 tank / 1 healer / 3 or 4 dps..
This would significantly lower queue times in theory..
Increasing the number of DPS in a dungeon however - this would effectively let more DPS that are in the queue into the dungeon.. So the number of required tanks/healers per-DPS would be lower.
Woah! I think that estimate might be off a little, 5 Million?Which in turn would mean spending a lot of dev time for the devs to go back through each of the games five million dungeons and re-tune them all to be equal to synced four player dungeons in terms of difficulty. I doubt most players would be okay with seeing maybe two new dungeons a year and one new raid a year while the devs are just reworking old dungeons.


Seeing as the suggestion is to increase DPS slots, the changes needed would be actually pretty easy. And I mean macro-easy. Just increase the mobs HP by X amount dependant on how many new DPS are in the run. The off-dungeon where there is a significant difference (like Gubal Library with its last boss and his summoning seals) can either be ignored (so what that some dungeon would become easy, seeing as every older dungeon ends up 'easy mode' with higher gear anyway) or get a little more effort put into them.
A slight increase in damage from mobs will make up for the sudden increase in burst AoE that could wipe a crowd before a healer would even really be necessary, without preventing less-skilled groups from being wiped repeatedly. Remember, twice the DPS, twice the people with a wide range of skill in DPS'ing, meaning that the comparative "bottom-line" and "top-tier" groups are even further apart.
You might be oversimplifying this a bit. There are a lot of boss mechanics that would need re-tuning to keep they passable and challenging enough with the addition of players to dungeons. I can think of one of the top of my head. Last boss of that level 60 rator-race dungeon. The times the boss summons Garuda to do an aoe where the players get big circles and they need to spread out. The second time it happens is fine, but the first time when it's a circle instead of the doughnut, there would not be enough space to not clip the circles.Seeing as the suggestion is to increase DPS slots, the changes needed would be actually pretty easy. And I mean macro-easy. Just increase the mobs HP by X amount dependant on how many new DPS are in the run. The off-dungeon where there is a significant difference (like Gubal Library with its last boss and his summoning seals) can either be ignored (so what that some dungeon would become easy, seeing as every older dungeon ends up 'easy mode' with higher gear anyway) or get a little more effort put into them.
A second instance I can think of is the owlbear dungeon, second boss with the totems mechanic. Totems would start become to dense with addition players.
Not to mention, to suggest this is some blanket macro is silly, they would need to go in adjust each dungeon individually, play test them to make sure they are functioning at the right difficulty levels for a new group, etc., etc. As well as make sure any mechanics are still challenging and passable with the additional bodies.


Didn't we have this conversation somewhat recently?
Okay, not exactly the same, but http://forum.square-enix.com/ffxiv/t...nstead-of-tank.
Just to toss it out.
Last edited by Ilenya; 09-18-2017 at 12:04 PM.
I'd prefer they actually just buff non-dungeon XP in general. Improve the efficiency of leveling via FATEs and side-quests since dungeons (and PotD) are just so much better. :-/


It all comes down to patience. Don't have patience? Either queue with a Tank or Healer or don't queue at all. Fact of the matter is too many people queue as DPS which is why their wait times are long. Sometimes not enough queue, but that's usually raids. If you give DPS an XP Bonus though more people will want to queue as DPS, making the wait times longer.
You say you're tired of hearing the response to find a FC or friends to queue with, but that is honestly the most legit answer. After all, who makes a static with strangers and remain strangers forever? You either eventually become friends or break the static :P
Guildmaster of Power With Numbers (PWN) on Coeurl in Aether.
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