You might want to address your IQ level concerns at developers who base the reward for these things on dmg...
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That's all I do in FATEs.
Why when I go dungeon people get sad when I do same?
FATEs, when only a few people are involved, are a very interesting and fun distraction when travelling through Eorzea.
FATEs, when people camp, and move in dozens (hundred?) at a time such that the only way you can get credit (or contribute) is by tab/1/tab/1 or lots of AOE, is a terrible design.
Perhaps if they made their frequency and location unpredictable, and the rewards far less, then it can be avoided... (of course they would have to ensure there are other suitable means of leveling, perhaps dungeons without bosses?)
Pretty much this. Healing someone who isn't in your FATE party during a FATE is effectively "taking one for the team", because you will be giving up your gold to guarantee everyone else can get one.
There is nothing mind bloggling about it. If you heal someone in your party, you get some FATE credit. If you heal someone out of your party, you get 0 FATE credit. It has nothing to do with a mentality or behavior, and everything to do with game mechanics. Everyone here is angry that they keep getting less than gold because they aren't being healed, and yet are getting angry at healers for not taking less than gold due to healing them.
That sounds like a pretty hefty sense of entitlement, and THAT mentality is mind boggling to me.
Maybe I'm wrong, but healers DO get credit for healing their party, but only after tagging a FATE mob, i.e. Aero a single mob when you arrive at the FATE, then healing your party will pretty much guarantee a gold everytime.
Well, a good first step may be to actually join a group if you want group play benefits. As a member of a group, my first responsibility is to heal MY group.
I would sum down my problems with FATEs as they stand to about four points, monotonous skillspam aside:
1) Reduced need to know the core mechanics of your class.
2) Rewards are based mostly on "monster tagging" and DPS.
3) Reduced need to gear up while leveling up, thus reducing the usefulness of trade classes and getting things from the marketplace.
3) Reduced need of touching dungeons after the first story run in both gear- and XP sense. This leads to great difficulties if you're required to progress with the story on a new character/as a new player after the initial rush.
Public quests are a fun mechanic, but the very low difficulty and very high rewards of FATEs lead to some severe imbalances elsewhere while they're as easy as they are when the participant count of a single FATE begins to rise.
I just did Behemoth and was in a FC party healing. Everyone got silver or higher in the party except for me and the other healer, we didn't get anything at all. I am never ever healing a single FATE again.
Don't mind me, but i am not so internet word abbreviation savvy :D, but what does "TLDR" exactly stand for?
disgusting attitude and these are the people that I absolutely loathe when doing Fates. People have to remember that we all work together to get the reward. If the tank dies then he can no longer protect the healer who is out to get the reward, therefore it is in the healer's best interest to heal the tank. I've actually seen this happen in real time at CPP and the Chimera proceeded to wipe everyone doing the Fate because healers were too lazy to heal the tank. If they have a problem with targeting tanks then buy a freakin mouse so they can easily click on them, it's not that hard. I'm sure everyone has a usb mouse lying around, yes, it works on PS3.