Quote Originally Posted by Fyce View Post
Click on the Duty's exit (or go into the menu and leave), and get prompted with something like this (obviously, you don't do Doma Castle with 8 people. It's a quick photoshop to get the point across):

If you are worried about "shaming", then disable chat when this window is open. Or simply prompt it during the black screen after the duty.

Would be a good start to provide people with a little tool to help them compare themselves with others.
I don't actually see how that'd be of much use. Damage is consistently valuable, nor do we have any way of saying from damage alone what a person's value to the party was.

Don't get me wrong: I think in the end EVERYTHING comes down to damage, as all things in XIV are cleared through depleting enemy HP... via damage. But, pDPS is only part of any given story, and a run-wide average or total says nothing of key pulls or necessary bursts and who all especially contributed, or to what degree, to those more pivotal areas. And if the difficulty of the game (and therefore, albeit indirectly, understanding of these areas) should increase, that could make its shortcomings much more obvious than its strengths.

Quote Originally Posted by ToasterMan View Post
Remember when Yoshi said that he wanted PvP to be an esport? I mean, I think they did a good job with revamping the PvP for stormblood, but even then this games PvP can't really compare to pure PvP games.
I'd laugh at the notion, but the fact that it was even a notion at all in the present state of XIV PvP is just too disheartening to manage it. I see now a PvP experience even worse, in more ways than not, than ARR's and HW's. It remains a fringe element in treatment, with nearly zero cohesion with the rest of the game. It remains swamped with fundamental issues from polling rates to ping variance that cannot even be fixed by netcode itself, let alone combat undermechanics. Hits made and taken remain largely unimpactful, by aesthetic (i.e. ragdoll effects), undermechanics (e.g. suppression or stagger), overlying economy (healers are eventually drained of mana, but what of the rest?), and sometimes just the sheer potency benchmarks of skills and -- above all -- our scarce ability to skillfully escape damage as anything but a tank or shielder.