The fact is that there is NOTHING that can be done to incentivize a thankless job. It takes a certain personality to tank...that's all there is to it. People who have that personality are less common than those who DPS and even those who heal. Most people are after the instant gratification of DPS rather than the slow control of the battlefield a tank exerts. People without patience and unable to react dynamically to changing battlefield situations are not able to tank effectively. Its a personality thing...most gamers in general are after self-glory and have no interest in playing support roles to elevate team members instead. There is no incentive you can offer to make people play against their personality type. I myself enjoy tanking...even(maybe especially) tanking pug groups in vet DLC dungeons...but most people don't have the patience to do so.
I don't buy the feng shui arguments. Many players have Tanks, DPS, Healers in their collection. They do not have to suffer from schizophrenia and switch to their 'tank personality' to play this game as a tank. I do however understand some may derive more enjoyment from different play styles.
FlyingSwan wrote: »Yes, and most DPS players also know the fight.
Is Tanking some sort of exclusive club or something? Fine, have one of the armories have a special VIP lounge then.
Yes, but DPS know it from a DPS perspective. I think the point the other poster was making is that just donning tank gear does not mean that person will know the fight from a tank perspective, it's entirely different, and therefore, they are still likely to fail in that role.
I like how FFXIV approaches the problem of low tank/healer populations in dungeon queues: they incentivize it by rewarding better loot and more gold at the completion of the dungeon. DPS are simply granted the default rewards. This would sweeten the deal and make queue times fly. I would hate to see role-spoofers exploit this though.
DaveMoeDee wrote: »I like how FFXIV approaches the problem of low tank/healer populations in dungeon queues: they incentivize it by rewarding better loot and more gold at the completion of the dungeon. DPS are simply granted the default rewards. This would sweeten the deal and make queue times fly. I would hate to see role-spoofers exploit this though.
This would just make fake tanking worse.
The fact is that there is NOTHING that can be done to incentivize a thankless job. It takes a certain personality to tank...that's all there is to it. People who have that personality are less common than those who DPS and even those who heal.
SakuraRush wrote: »The problem is a lack of real tanks. No "solution" addresses this. From the perspective of a tank I'll try and help though.
In order to solve the problem the game needs to make playing a tank in all content fun. All content. It's the only role that can't go off and do other things without major changes.
DPS, no problem doing other content usually with no change.
Healer, swap a couple skills and maybe a set and off you go.
As a tank our gear, skills, and CP do nothing to help us kill enemies faster.
No amount of changes to the group tool will help with the fact that the role is not fun outside of dungeons/trials for most people.
It's also possible I'm looking at it wrong and that has nothing to do with why so few of us play tanks.
SakuraRush wrote: »The problem is a lack of real tanks. No "solution" addresses this. From the perspective of a tank I'll try and help though.
In order to solve the problem the game needs to make playing a tank in all content fun. All content. It's the only role that can't go off and do other things without major changes.
DPS, no problem doing other content usually with no change.
Healer, swap a couple skills and maybe a set and off you go.
As a tank our gear, skills, and CP do nothing to help us kill enemies faster.
No amount of changes to the group tool will help with the fact that the role is not fun outside of dungeons/trials for most people.
It's also possible I'm looking at it wrong and that has nothing to do with why so few of us play tanks.
Jayman1000 wrote: »SakuraRush wrote: »The problem is a lack of real tanks. No "solution" addresses this. From the perspective of a tank I'll try and help though.
In order to solve the problem the game needs to make playing a tank in all content fun. All content. It's the only role that can't go off and do other things without major changes.
DPS, no problem doing other content usually with no change.
Healer, swap a couple skills and maybe a set and off you go.
As a tank our gear, skills, and CP do nothing to help us kill enemies faster.
No amount of changes to the group tool will help with the fact that the role is not fun outside of dungeons/trials for most people.
It's also possible I'm looking at it wrong and that has nothing to do with why so few of us play tanks.
They could take the step and implement a feature to have dual cp builds that you can freely switch between while in a dungeon? Perhaps with a set 5 min cooldown...?
SakuraRush wrote: »Jayman1000 wrote: »SakuraRush wrote: »The problem is a lack of real tanks. No "solution" addresses this. From the perspective of a tank I'll try and help though.
In order to solve the problem the game needs to make playing a tank in all content fun. All content. It's the only role that can't go off and do other things without major changes.
DPS, no problem doing other content usually with no change.
Healer, swap a couple skills and maybe a set and off you go.
As a tank our gear, skills, and CP do nothing to help us kill enemies faster.
No amount of changes to the group tool will help with the fact that the role is not fun outside of dungeons/trials for most people.
It's also possible I'm looking at it wrong and that has nothing to do with why so few of us play tanks.
They could take the step and implement a feature to have dual cp builds that you can freely switch between while in a dungeon? Perhaps with a set 5 min cooldown...?
They could but I don't think they have the ability to implement something like that without somehow breaking nine unrelated things.
At the very least allowing us to save CP load outs but leaving the cost would alleviate some of the tedium. Many of us could work with that while just dealing with the skill morphs we had.
Change nothing else really. We'd still have to go to a shrine and pay the gold to swap attributes and we'd still pay the gold to swap CP. But reallocation of the points is a big downer.
Realistically if they did something like that it would be broken in some way behind the scenes that made it so all CP set ups were applied at the same time and it would be the Twice Born exploit all over again.
FlyingSwan wrote: »SakuraRush wrote: »Jayman1000 wrote: »SakuraRush wrote: »The problem is a lack of real tanks. No "solution" addresses this. From the perspective of a tank I'll try and help though.
In order to solve the problem the game needs to make playing a tank in all content fun. All content. It's the only role that can't go off and do other things without major changes.
DPS, no problem doing other content usually with no change.
Healer, swap a couple skills and maybe a set and off you go.
As a tank our gear, skills, and CP do nothing to help us kill enemies faster.
No amount of changes to the group tool will help with the fact that the role is not fun outside of dungeons/trials for most people.
It's also possible I'm looking at it wrong and that has nothing to do with why so few of us play tanks.
They could take the step and implement a feature to have dual cp builds that you can freely switch between while in a dungeon? Perhaps with a set 5 min cooldown...?
They could but I don't think they have the ability to implement something like that without somehow breaking nine unrelated things.
At the very least allowing us to save CP load outs but leaving the cost would alleviate some of the tedium. Many of us could work with that while just dealing with the skill morphs we had.
Change nothing else really. We'd still have to go to a shrine and pay the gold to swap attributes and we'd still pay the gold to swap CP. But reallocation of the points is a big downer.
Realistically if they did something like that it would be broken in some way behind the scenes that made it so all CP set ups were applied at the same time and it would be the Twice Born exploit all over again.
Seems likely, considering they've not even got the group finder working in 4.5 years and every other patch has to be hotfixed a couple of days later. 'Quality implementation' is not a term I associate with ZOS