Hello! I had an idea that would hopefully improve dungeon queue times and wanted to see what you all think.
SE currently encourages non-tanks/healers to play the less-played roles through incentives like mounts achievements and the "Adventurer in Need" bonus. In Heavensward, they tried to draw more people to the tank role through the DRK job, but stated it wasn't very effective at producing new tanks.
Queue times for dps remain high because of the number of people queuing as DPS. In my opinion, this is the case for a few reasons:
- Some player just like the feel of a specific DPS job.
- Other players may not mind the idea of playing a tank/healer on paper, are not willing to commit to the responsibilities and social pressures of tanking/healing. They have absolutely 0 intention of playing one of these classes and having their potential failures or less-than-optimal playstyles become apparent to the rest of the party.
- Current tanks/healers dont really have much incentive to tank/heal lower-level stuff when their roles become max level.
- Current tanks/healer at max-level may want to level their remaining classes, which both increases the number of DPS classes in queue and reduces the number of tanks/healers queuing.
The thing is, it would be incredibly difficult to address the problem through the first 2 points. If a player finds a class they enjoy playing more than anything else, they should continue to play that class. Getting rid of the social pressures and responsibilities of tanking/healing changes the game entirely and could ruin those roles for current tanks / healers. And while I consider the ffxiv community to be a very good community in general, it only takes a few bad apples to ensure some players never touch tank/healer again.
However, SE could help address the issue from the last 2 points. In addition to attempts to convert players to the tank/healer roles, they could provide incentives to encourage existing tanks / healers to queue more often as tanks/healers. Not only should that help with queue times, but tank/healer mains would be playing the class they enjoy more often.
My idea is this:
- A new category of consumable items called "Roulette Scroll (<ROULETTE NAME>)" are created.
- When used, this item increases queue priorty (when queuing solo) and provides an XP multiplier of 2.2 to the player for the specific queue (if the role selected is not already the "Adventurer in Need").
- To obtain a specific roulette scroll, a max-level character must fulfill the "Adventurer in Need" bonus for a specific roulette.
A working example:
A tank main is at max-level and wants to level one of their dps classes. Currently, they might put themselves in queue as DPS instead of tank, lowering the number of tanks and increasing the number of dps. In a 4 man, you might think of it like this:
- 2 dps slots lost by not queuing as tank
- 1 dps slot lost by queuing as dps
- Total score: -3
However, if this idea were in place, they could level their dps alt roughly 20% faster (+ whatever is saved via queue priority) by queuing as "Adventurer in Need (Tank)", obtaining a roulette scroll, then queueing for the roulette as the dps class. In a similar 4 man scenario:^ effectively neutralizing the negative impact that an "Adventurer in Need"'s DPS alt has on the dps queue time.
- 2 dps slots gained by queuing as tank
- 1 dps slot gained by not queuing as dps
- 2 dps slots lost by not queuing as tank
- 1 dps slot lost by queuing as dps
- Total score: 0
Good? Bad? Ugly? Suggestions & Feedback?
What do you guys think?
EDIT:
You wouldn't need to run any additional roulettes for this to be effective.
For example:
- Player X runs leveling roulette 4 times a week to level his classes.
- Player X has all tanks + healers at 70 and now wants to level DPS classes.
Currently, Player X would need to queue as DPS for all 4 times he runs leveling roulette. (taking 4 dps slots)
If this item were a thing, he could queue as the Adventure in Need 2 times (opening 4 dps slots), then as a DPS 2 times (taking 2 dps slots) without taking any XP losses (and actually making a net XP gain).
Good feedback, and definitely true. Even though this would more than double the lifespan of existing tanks, eventually, these tanks will stop tanking low level.
There is 1 permanent and lasting advantage here though:
Currently, tanks lose incentive to tank low level after maxing their tanks. They then queue as dps, which increases the queue time for dps classes. With the proposed feature, they lose their incentive to tank at low level at the same time they lose their incentive to queue as dps at low level, which will have a lasting and positive impact on dps queue times.