Honestly - the greatest benefit for me of being the adventurer in need is the not existent queue.
Almost every ini pops up instant - if this provides not enough of an incentive to tank or heal, i dont know what would.
Honestly - the greatest benefit for me of being the adventurer in need is the not existent queue.
Almost every ini pops up instant - if this provides not enough of an incentive to tank or heal, i dont know what would.
What about tank or healer glamour you get through playing the roulettes? I mean, Frontline does it with the Field Commander set, only make it dyeable here.


¿Free clusters? Give me and I will go full tank all the time. Or 50000 gil per roulette. Or both!
Just add something in there xD. 6300 -10k gil and some mendacity is not enough to get ppl to play. 2k Mendacity is about 300k in my server now, I can get more by just doing maps lol xD. And if you don't do savage content/extreme trials, you get bored really fast D:.
I certainly wouldn't mind more compensation for the abuse and negligence I have to put up with as a healer or tank.




I'm not going to say no to additional AiN bonuses. However, the only players that are going to benefit from these rewards are the tanks and healers already queuing for roulettes. It isn't going to shorten the queue times for DPS players because the rewards won't increase the number of tanks and healers in the pool. The tanks and healers we currently have in roulettes are those who truly love playing those roles, and they don't really queue up for the sole purpose of the AiN bonus. It's just a nice cherry for doing what we love to do.
The innate responsibilities of tanks and healers is what turns people away from them. So in order to get more people to play them, they have to be made interesting and fun enough to get players to leave their comfort zones and give these roles a go. We are into the evening hours of the expansion now so I would imagine nothing too major will be implemented that would impact queue times over the long run. We shall see what the dev team does in the future.


A better solution is to increase the number of DPS slots in a dungeon. I would have the number of DPS slots represent the statistical amount of DPS players which is around 60%~ to the healers and tanks. So a total of 3 to 4 DPS per group would help the queues dramatically.
If you are wanting people to stay on their Tanks or Healers though, make the AIN bonus an untradeable EXP crystal. Then I could click the crystal on the desired job and the dungeon bonus EXP would be given to that job. Do that and I'll tank dungeons all the time!
Last edited by Hyperia; 09-30-2018 at 11:50 PM.
That would never happen. This means basically redesigning every single light party duty -dungeons, 4-man trials and guildhests- for this, and even remake many mechanics to accommodate the change. Not to mention the issue with the dungeon size being rather cramped with 5 people in smaller rooms, especially in the ones with bosses in them.A better solution is to increase the number of DPS slots in a dungeon. I would have the number of DPS slots represent the statistical amount of DPS players which is around 60%~ to the healers and tanks. So a total of 3 to 4 DPS per group would help the queues dramatically.
And that is something they probably aren't willing to put effort in.


It still seems odd to me that they didn't go with the 1/1/3 model - like the groups still feel empty in dungeons to me.That would never happen. This means basically redesigning every single light party duty -dungeons, 4-man trials and guildhests- for this, and even remake many mechanics to accommodate the change. Not to mention the issue with the dungeon size being rather cramped with 5 people in smaller rooms, especially in the ones with bosses in them.
And that is something they probably aren't willing to put effort in.
I'm still very much of the belief that a RDM could heal most of the casual content we have currently, a healer just seems like a safety net for new players leveling.
If they did make groups with 3 DPS I reckon it would actually increase the people wanting to play healers - make the play style more frenetic in the lower level content: make healing a vital part of the group.
Probs won't happen though. I do think more people should give healing/tanking a go though - I think this game is a very good entry point the roles.
Edit - also don't forget the AiN bonus for leveling - Cracked Cluster - is basically a big pot of Gil currently, depending on your server's market.
That should be incentive enough to just have a tank or healer job leveled just to run it once a day.
Last edited by Ilyrian; 10-01-2018 at 12:08 AM.


It's probably because a party in most of the old FF games consists of 4 people, just be glad we don't have 3-man parties for dungeons like what some of the games after VII tried to push ;p
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