Quote Originally Posted by PlushyprincessMusa View Post
Multi reply to diff things not just urs

As for how on tank simlle
Number of times u lost emity
How well u roated and used ur cds
how well you handle mch

And finnaly how many times did u take a full buster
1- What if they just don't get enmity on a mob at all and let it pound everyone's face off? Technically they didn't lose enmity. How long of a delay do you allow between entering combat and establishing aggro before you count it as a strike against the tank? What if a DPS or the healer pulls a pack to help out the tank, does that count as lost enmity even though it's just the group playing as a team?
2- This could potentially be tracked via tank's DPS, although it, again, fails to account for mechanics, like boss becoming Invul./untargettable, etc. Plus what if you're the off-tank rather than main tank? You won't be using your CDs as much as the main tank, especially if you're just on add duty.
3- You could potentially track failure with how many time to tank is hit by avoidable mechanics, but how do you go about tracking mechanics that don't have death/dmg as a failure? Like the last boss of Anamnesis Anyder for example, how can you tell if the tank did stand on a bubbling grid to keep the add from spawning? And what if the tank is spinning the boss/mobs around like a beyblade, how would you strike that kind of obnoxiousness against them? What if they fail positioning properly and get the group cleaved? Can't just count a non-tank being cleaved against them, otherwise if the fault is on the DPS, the tank still gets punished.

What I'm trying to say is that programming a 'good' and reliable grading system is no small task. This would be a massive undertaking, every single mechanic would have to be accounted for in these calculations and all that for what, exactly? To shame new players and people still learning? All that development time and energy for the satisfaction of making a handful of people feel bad while everyone else ignores these grades because, again, if they wanted to improve, they'd already be working on that?

The point of comms never was to outline player's excellence in execution, it's just a nice lil thumbs up you can choose to give someone after clearing content with them. Some people like to use them to compliment someone on a job well done, others give comms based on fashion sense or cuteness and, really, who cares? The idea is to bring positivity into the grouping experience. Anything that replaces the current system should be equally 'fun' and not require weeks of development for something hardly anyone would use or care about.