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  1. #1
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,647
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Dogempire View Post
    Plus let's be honest, the dps jobs are a lot cooler looking, have much more thought put into their design, and DPS deaths usually don't get other people killed or cause a wipe.

    If SE ever wants to deal with the numbers disparity between roles then they definitely need to make tanking/healing more inherently satisfying, because as it stands tanks are barely any different from DPS, and healers are so dumbed down that skilled healers are rare because why the heck would someone with the skills of a CEO find flipping burgers at a McDonald's satisfying as a main job?
    The tanks and healers have plenty of thought put into their design. Tanking is more satisfying in extreme, savage and ultimate where the easier rotations make a lot of sense. As a tank in this content you go from having no tank mechanics to having lots, like regular tank swaps, tank busters, boss positioning, unique mechanics that mostly tanks have to deal with even if it wasn't intended that way, protecting the party from aoe so it gets the party to 11% instead of 1% in case one of them isn't topped off. The simpler rotation makes these distractions possible, while if a DPS had to do these things they would tunnel vision all of it to do their rotation properly.

    In normal content tanking is really boring but you can create your own fun in dungeons by pulling everything. I don't think it's tanks and healers being boring that stops most people playing them, it's just like you said before this that most people don't want responsibility and think that it is harder than it is.

    It's not that tanks aren't cool looking either because you have dark knights and I see a lot of people get really excited about it.
    (8)

  2. #2
    Player
    Dogempire's Avatar
    Join Date
    Dec 2015
    Posts
    1,079
    Character
    Okami Amaterasuu
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Jeeqbit View Post
    The tanks and healers have plenty of thought put into their design. Tanking is more satisfying in extreme, savage and ultimate where the easier rotations make a lot of sense. As a tank in this content you go from having no tank mechanics to having lots, like regular tank swaps, tank busters, boss positioning, unique mechanics that mostly tanks have to deal with even if it wasn't intended that way, protecting the party from aoe so it gets the party to 11% instead of 1% in case one of them isn't topped off. The simpler rotation makes these distractions possible, while if a DPS had to do these things they would tunnel vision all of it to do their rotation properly.

    In normal content tanking is really boring but you can create your own fun in dungeons by pulling everything. I don't think it's tanks and healers being boring that stops most people playing them, it's just like you said before this that most people don't want responsibility and think that it is harder than it is.

    It's not that tanks aren't cool looking either because you have dark knights and I see a lot of people get really excited about it.
    Eh, every role gets unique mechanics in higher end content, it's not just tanks in particular who are forced to handle new things

    The thing is that they've simplified aggro management to the point where you're just playing a blue dps with buttons that reduce the damage you take, and that basically makes every run feel the same because there's never any looming threat that you might lose control of the mobs and they'll go attack someone else, at least you used to be able to turn off stance to deal more damage, but you would also take more damage and you had to be careful about losing the boss and having it attack someone else.

    Also all of the tanks except gunbreaker have some sort of inner release phase where you spam 1 button that does a lot of damage, well, I guess gunbreaker does have that too but it's an OGCD so at least it feels different
    (3)

    Watching forum drama be like

  3. #3
    Player
    Brennus's Avatar
    Join Date
    Apr 2021
    Posts
    83
    Character
    Brennus Al'vere
    World
    Midgardsormr
    Main Class
    Paladin Lv 90
    I'd like to see Duty Roulettes offer more than just 1 bonus/day for each category.

    The reason is simple: that *will* incentivize more tanks, healers, *and* DPS players when there is a need to fill corresponding slots in parties forming up.

    I play a tank main and a couple DPS alts, I've got a healer started but have not gone far with him because I've never played a healer and am still hesitant to dip my toes in that pond - for fear of drowning and failing spectacularly.

    Every day I look at the Duty Roulettes and decide in what capacity(ies) I would participate. On some days I feel like really going out and doing some tanking, on others I want to work on my DPS alts. Yet the 1 per day bonuses invariably put an abrupt stop to that feeling, once I've collected the bonuses I want. I just move on to doing other things, taking the roulettes completely out of my mind. That is a loss to the playing teams that are trying to form, definitely. They'll have to wait longer for their group. When I have to wait for more than 10 minutes, I withdraw and go do something else. When I started playing the game, back in April, I didn't mind doing the MSQ Roulettes. Now I almost never do - why? Because they just take too darn long. Time is in short supply, IRL as well as in my gaming - why wait, when you can have fun doing other things?

    So the OP's idea is good. Help more players participate in the group activities by giving them more bonuses. Don't gate them behind arbitrary limits. So what if they accumulate more Gils, or other currencies, or XP? Let them have their fun, that's how you keep them playing longer, after all.

    Just my 2 Gils. :-)
    (1)

  4. #4
    Player RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,146
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Brennus View Post

    I play a tank main and a couple DPS alts, I've got a healer started but have not gone far with him because I've never played a healer and am still hesitant to dip my toes in that pond - for fear of drowning and failing spectacularly.
    I am the worst healer in the history of MMO's. I've even had an entire 24player raid load in dead before the start ring dropped and the timer started. I also somehow killed a past FC leader in gold saucer... Yet I got them all to lvl cap on the blood and tears of... other ppl >.> so yeah just roll with it :3
    (1)

  5. #5
    Player
    Xirean's Avatar
    Join Date
    Aug 2021
    Posts
    857
    Character
    Xirean Summit
    World
    Goblin
    Main Class
    Dark Knight Lv 100
    There's 10 DPS, 4 Tanks, & 3 Healers. It doesn't really matter how much fun it is to play a role or what kind of rewards you put on it. There are just more DPS. If we had 10 Tanks and 4 DPS, this situation would look very different.
    (2)

  6. #6
    Player
    Xuto-cxb's Avatar
    Join Date
    Sep 2021
    Location
    Gridania
    Posts
    17
    Character
    Funco Kognco
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 90
    There IS an argument to be made for incentivizing those who already want to play tank healer to keep coming back, to help more groups and DPS players get going. But if you make it too valuable, I feel like there is also a risk of attracting the wrong people to the role and making the experience worse for everyone. Maybe...

    Hmm. Maybe there's a balance where they could boost the incentives enough to encourage those who already like playing those roles to hit the roulettes up more, thus enriching more people's time in the game, but not so much it's attracting people who don't want to do the job to begin with. As I said, I enjoy doing them, because getting plopped into a random dungeon with people that, at least for me, more often than not is a generally entertaining experience. Not the most CHALLENGING, but it helps people out, and I enjoy helping people new to content have a better experience. But even I have my limits, and I hit them pretty quick. I DON'T like crafting or gathering. I don't in any game. I'm not asking to be made a mad gillionaire overnight with roulettes but, why not give people who already want to tank/heal some rewards for being willing to help pop in and get groups moving?

    Maybe SE has already looked at this. Maybe it will attract too many bots. Maybe their data shows it risks braking the economy. Maybe their data shows higher rewards start attracting the wrong people. I don't know. But I certainly would do them more if the rewards were better. Like for leveling I can get about 11k gil for the in need bonus. But raids, trials? 1300. 5/6/7 isn't much better.
    (1)

  7. #7
    Player
    Kes13a's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    2,842
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Xuto-cxb View Post
    There IS an argument to be made for incentivizing those who already want to play tank healer to keep coming back, to help more groups and DPS players get going. But if you make it too valuable, I feel like there is also a risk of attracting the wrong people to the role and making the experience worse for everyone. Maybe...

    Hmm. Maybe there's a balance where they could boost the incentives enough to encourage those who already like playing those roles to hit the roulettes up more, thus enriching more people's time in the game, but not so much it's attracting people who don't want to do the job to begin with. As I said, I enjoy doing them, because getting plopped into a random dungeon with people that, at least for me, more often than not is a generally entertaining experience. Not the most CHALLENGING, but it helps people out, and I enjoy helping people new to content have a better experience. But even I have my limits, and I hit them pretty quick. I DON'T like crafting or gathering. I don't in any game. I'm not asking to be made a mad gillionaire overnight with roulettes but, why not give people who already want to tank/heal some rewards for being willing to help pop in and get groups moving?

    Maybe SE has already looked at this. Maybe it will attract too many bots. Maybe their data shows it risks braking the economy. Maybe their data shows higher rewards start attracting the wrong people. I don't know. But I certainly would do them more if the rewards were better. Like for leveling I can get about 11k gil for the in need bonus. But raids, trials? 1300. 5/6/7 isn't much better.
    I enjoy healing, I dont do the roulettes to get the rewards aside from the tomestones. Increasing rewards will 100% make things worse. they already have an issue with "enticing" people to be mentors with a reward and that hasnt turned out well for the mentorship system. increasing the rewards wont encourage people to play a tank or healer because I would say a majority of the time, people play what they are comfortable playing, and in my experience, most people are comfortable playing dps classes. This is not some new movement in mmo's, it has been this way for as long as I can remember in pretty much all mmo's I know of.

    people already complain about the skill levels in roulettes, you want to make it worse? increase the rewards to that people that either dislike the job or are unskilled at them decide they will do it for the rewards instead of because they want to.
    (4)

  8. #8
    Player
    Xuto-cxb's Avatar
    Join Date
    Sep 2021
    Location
    Gridania
    Posts
    17
    Character
    Funco Kognco
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Kes13a View Post
    I enjoy healing, I dont do the roulettes to get the rewards aside from the tomestones. Increasing rewards will 100% make things worse. they already have an issue with "enticing" people to be mentors with a reward and that hasnt turned out well for the mentorship system. increasing the rewards wont encourage people to play a tank or healer because I would say a majority of the time, people play what they are comfortable playing, and in my experience, most people are comfortable playing dps classes. This is not some new movement in mmo's, it has been this way for as long as I can remember in pretty much all mmo's I know of.

    people already complain about the skill levels in roulettes, you want to make it worse? increase the rewards to that people that either dislike the job or are unskilled at them decide they will do it for the rewards instead of because they want to.
    Ok but, what if we didn't increase it to that point?
    (1)

  9. #9
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,534
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Xuto-cxb View Post
    There IS an argument to be made for incentivizing those who already want to play tank healer to keep coming back, to help more groups and DPS players get going. But if you make it too valuable, I feel like there is also a risk of attracting the wrong people to the role and making the experience worse for everyone.
    Like when they gave White Mage the Blood Lily and it attracted the green dps crowd who don't want to actually support their party. We were not that popular before. People have a tendency to flock to the new hotness and the flavor of the month. I imagine we'll see a lot of Sages with Endwalker.

    Quote Originally Posted by Imora View Post
    I don't want a rotation. I want unpredictable damage to heal. Right now you can memorize and preplan all the big damage spikes in the game. If you had to be more spontaneous with your healing instead of "broil til raidwide" i think it'd fix a lot.

    This could also extend to dungeon bosses.

    What you're asking for is to make the boring parts less boring. I'm asking to remove the boring parts.

    Besides, i play on controller. I don't want to have to find spots for a handful of new DPS actions. I'd probably not use them just to save hotbar space.
    Same. I'd rather do what's in the name of the role and have that be a necessary part of the group. I don't need a dps rotation. I'm playing the healer. I want to focus on that. If I wanted to dps, I'd run with my Dancer or Bard.
    (2)
    Last edited by TaleraRistain; 09-15-2021 at 01:32 PM.

  10. #10
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by TaleraRistain View Post
    We were not that popular before.
    Yeah they were.
    WHM has always been one of the more popular jobs, and a quick look at previous censuses doesn't show a spike in WHMs in ShB disproportionate to the general increase all classes got.

    Here are the old censuses for your reference:
    (ShB launched July 2nd 2019)
    https://ffxivcensus.com/list/index.html
    (1)

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