What was the breakdown of players across roles? Wasn't it 20% tanks 25% healers and the rest all dps? Also low level MSQ dungeons might not go as fast as people generally hate rerunning them.
What was the breakdown of players across roles? Wasn't it 20% tanks 25% healers and the rest all dps? Also low level MSQ dungeons might not go as fast as people generally hate rerunning them.
I think something like that, but the 20% tanks, 25%, healers, rest dps actually seems to fit with what the dungeons require -- 50% dps, 25% heals, and 25% tanks. Though I am terrible at math but may be wrong :P
It does fit the breakdown of what content requires but you have to take into account how many players actively play the roles. I got some friends with all 70s that just won't do anything but healer for example. They'll only switch if the system forces them to or if they are helping a friend level up.
Took me dps over 40 minutes to queue for lvl 61 to 69 dungeon for my WT when have max picked.
The design itself is flawed. They need to step away from the holy trinity and embrace the true spirit of a final fantasy.
Or maybe because "Everyone's a DPS now!" leads to simplistic design which ends up being less interesting for everyone.That's trinity design for you.
I mean, they could make content where tanks and healers aren't needed, just remove the unavoidable damage. But then tanks and healers would become pointless. You need to force them into groups via content design so they can viably live out their niché fantasies, which in turn means other people have to suffer in queues for their sake.
But, I mean, those games do exist. You can load up GW2 and/or BDO any time and start playing.
GW2 has no trinity for most of the game it's true. But if you step into raid content they do fit with Bulky, Damage, Support trinity albeit less intense than the classic MMORPG formula.
Id argue you want them to follow what you believe the spirit of final fantasy is... since most games that have been part of their entries have defined characters who fit into some category.... also from a development stand point allowing the game to not use the trinty system would make it even harder to balance.
Far worse as of now...? DPS queue times were always horrid and they'll always stay that way regardless. Did you forget the horrid queue times when everyone wanted to play Samurai and Red Mage or something...?
Most of the other Final Fantasy games have a trinity regardless of the battle system that may have been used at the time. This is the true spirit of Final Fantasy. You had tanking characters, support characters, and damage dealers. They've been embracing the holy trinity every iteration of their games, you just don't notice it right away or it didn't feel like it entirely.
For example, FFX still follows the trinity aspect in a sense. You had character better suited towards tanking at first, characters that made better healers or casters, and characters that were strictly for damage. Only near the end of FFX could you start putting people through the Sphere Grid that essentially made everyone a tank, healer, or DPS....but, even then some people were still better at than others.
Last edited by Sigma-Astra; 09-30-2018 at 02:56 AM.
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