When I get a turbotank, I SS/Protect during first pull and pop Sprint!
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When I get a turbotank, I SS/Protect during first pull and pop Sprint!
I main SCH and normally on lower level dgns i only cast protect and then sprint!!!
Stop just on a save distance from the mobs and wait.
Most tank like to just run out get mobs and pray their healer is strong enough to heal him/her.
Well i do the opposite. I wanted tank to pull as much as he can.sometimes i pull some mobs that he didn't pull.
If i get sprouts on my team though , i tend to run slower and wait for the sprouts , just in case they need some help with things :p
this strange, I almost exclusively play healer, the only thing people wait for is protect. If they run without stone skin I dont make a big fuss, yeah is a bit of a struggle for a few but after that is all fine. Only once I did have an occurrence where tank didnt wait nor for protect or stone skin I let him without..and he was fine without and I too.. It was in Anti Tower ! and I mean the whole fight.
OP, I dont think you have space to complain about anything, especially that, from the looks of it, you were unprepared. I would suggest the following dont play healer if applying a mere stone skin /protect is stressing you out this much, it is visibly not for you. There is no bad behaviour sometimes they just dont think of it and if they dont listen to you, then so be it, do your best as best as you can with the cards handed to you. You always have space to tell him if he dies that he should have waited 1 sec for protect to be applied maybe he would have survived longer. You just have to understand that if someone dies it is sometimes if not often not necesseraly your fault, once you have understood this...is sooo easy
I know how you feel. As a healer main I often run across speed tanking uhh Tanks :rolleyes: who don't wait for protect or anything. All I can do is grumble under my breath about how annoying I find them. I usually wait till they come to a stopping point (usually when they gather the mobs) and cast whatever I need. If I'm feeling really petty I'll let their health go dangerously low before healing them ;)
Though I don't think we should be letting them die if we can help it as that usually causes wipes sometimes and tends to slow the dungeon down.
It's all up to rng honestly, there are some less than pleasant people you'll run into. :( Don't let it get you down! :o
A player that doesn't wait for protect is the same as getting an player using equipment several levels below the dungeon because it takes too long to walk to the marketboard. The healer is offering to boost their defense for free and he is saying "no, work harder to heal me". Think of protect as a condom that should be worn as soon as you queue up for your foursome.
The sensitivity of the player base here is always astonishing to me. What's equally astonishing is an outright refusal to grow and adapt. Gain more bearing and a healthy dose of situational awareness or any more leveling you do will be riddled with more experiences like this. I'd rather not have the forums continue with nonsensical posts every time someone can't think one more step ahead.
I think you missed the rest of the post where it was clear the tank was insulting the newcomers, so harassment would be completely valid. Also, in this case 3 out of 4 party members wanted to do a full run so why couldn't the tank just slow down a bit (especially while wearing the mentor symbol *rolls eyes*)?
A bit of hypocrisy here as one could say the same about the higher level players. Why can't they adapt to a party when the party requests they slow down? Have they really grown if they don't even have the patience to wait for a protect at the start of a dungeon? Learning your class and how to adapt to situations is one, but learning and being willing to adapt to the party you are a part of is another equally important aspect.
I personally always adapt to the party I end up queued with, even if I'd prefer we do a fast run or that the tank make smaller pulls, because I understand that what's important is working with the people in your party (even if they are trying to work against you).
No, let me explain. That's sort of an 'in general' [the comment actually states, "...when you vote-kick someone for being too fast". So, you encounter a speed tank, and all he's doing is being fast. No derogatory comments, no flaming, etc. How do you justify the option for a kick?
No one is obligated to provide a "full run" for anybody. Want to wait for all the fruit to pop in AV? Do a preformed party. Not pulling/killing every mob on every floor is not harassment.
As for the whole not waiting for protect and ss, swift cast protect during the first pull. Problem solved. Btw, when I was leveling ast, my Protect was in slot 4 of my cc and couldn't use it for the lower level dungeons (clerics is more important) and I didn't miss the mitigation one bit.
Well, in that case, there would be no reason to kick. But if it's really a problem, people will often start arguing, which then often leads to insults... and if it reaches that point, the person harassing the other players should be the one kicked. If all party members are civil then they can certainly work something out. But a lot of players seem stuck on "my way or the highway."
It's usually accepted, that during the start of a fight you do your protect and at least stoneskin the tank. I'll give protect and Stoneskin the tank. If he runs, I go and can get the others along the way. If they run before I can give it to them, then I accept the fact they don't think they need it and we keep on going. If we live, we live. If you die..maybe that stoneskin could have helped. Lots of factors play into it. By no means am I saying you're wrong to feel upset. There's nothing wrong with preparing for battle, and as a white mage I can do the whole group, as an AST / SCH, I have to do each individual one. If that's the case I usually just do the tank. Sometimes they stay around and I get the others.
Though we are a team, and as a team people need to accept there's a chain and there are bottlenecks..and if you try to jump ahead, you're going to have a bad time. I've had tanks who sprint right after and start pulling and they die because I'm not even done casting, yet they're already way in and taking on a lot of mobs. In which case..you pizza when you should have French fried, and you're gunna have a bad time.
I would argue though it's not so much the lore that is the issue, it's the people and the way things are set up..but that's a much deeper and different issue.
I'm slowly learning more about AST too, so I wish you luck!
Honestly, this sounds very dramatic over the smallest things (I mean, you really get plenty of opportunity to cast protect even if the tank runs off in the first few moments) and very controlling. If I was tanking a dungeon and the healer gave me that "do what I say or I let you die" ultimatum, I'd probably leave the party on the spot.
Oh and speaking of enjoyment and learning (or what little you can really learn from your average dungeon in this game), big pulls are better. It's pretty much the only time you'll have a use for all those healing and tanking buffs as well as making both roles more active. If I'm tanking a run and I see that the healer isn't casting that much heals and I'm not really using any defensive cooldowns, I take that as a sign that I need to pull more stuff, but maybe that's just me.
Exactly! So, please folks, please don't vote kick or complain about a tank that's 'too fast' and not harassing anyone. If the DF is not going how you would like it to, leave and take your penalty. Whether a tank should/should not run quickly is a point of personal debate.
There's a big warning before you vote/kick that you should not abuse the system. I'd report it if I got kicked for running too fast (which, by the way, I'm not running off without buffs, so if you encounter me in DF - don't worry).
Most of these issues would not be issues if people actually communicated to each other.
You want a full clear, ask for it. And accept the results.
Player A wants big pulls, say something to the tank/healer and accept the results.
All of us cannot have all the things we want all of the time. A little communication and respect go a long way. Sadly there is so little of it, especially in DF content.
As a larger part of the issues at hand, much of the problem lies in the fact that we simply hold low expectations of the DF and the players we run into there. Be the change you want to see. Play well, and accept nothing less than others doing the same; no more "it's just DF so whatever". This is a measure every player needs to take in order to see improvements happen.
Just as it's generally accepted as good etiquette to not pull a hunt early, or join a farm party without having cleared content, don't join DF content without the willingness to adapt and cooperate with your party (within reason), and play at your absolute best.
If your reaction to a bad pick-up party is to make things WORSE by deliberately sabotaging it, understand that you are part of the problem.
It's fine to speak up, explain to them what's bothering you, and ask them to change. There's no guarantee they'll listen (sometimes they CAN'T listen, if they don't speak your language), and that is their prerogative. You then have the choice of abandoning the run if you simply can't tolerate it, attempt to vote kick the individual on grounds of harassment, or just put up with it and continue to do your job.
The healer who lets a party member die to prove a point? The tank who lets a party member die to prove a point? The DPS who pulls extra mobs to prove a point? They make a bad situation worse - and more than that, more likely than not no point is actually getting through. The other party members don't know you're trying to play party police - they just think you're a bad player. And they are absolutely correct: someone who sabotages their own party IS a bad player.
Blame relic.
Death and wipes are a far better teaching tool when people in a team can't compromise. Let 'em all die as a wake-up call.
As someone who both tanks and can heal I dislike the mentality of saying "just let them die" or "you pull it you tank it". People want to go fast because it is usually more fun to run this way. If the tank pulls too many enemies for you to heal thats one case, if they're chain pulling... and you're level 50, as a healer it's expected of you to keep up.
That being said if they're being rude that's not ok
Tl;Dr suck it up, and play your role, throwing a fit just slows you down and taking it slow teaches you little to nothing in this game.
Neither is going slow and playing phone games with one hand and and mouse targetting your skills here and there in a dungeon while a regen holds you up fun for everyone. Alas it's up to the person who's actually doing the pulling, playing a tank lets you set the pace for your group. You can't always have your cake and eat it too in group content.
Essentially, tank = leader. Part of the duty of being a leader is knowing your group. If the leader can't understand the workflow of the groups efficiency early enough, that player is a failure and should NOT be in that position to determine what happens. Going at the speed that is acceptable for that group is what needs to be done. Compromises must be met if all players are not of equal skill, since if you force something too difficult upon someone, disaster awaits and can significantly increase the very thing you wanted to avoid (more time playing in the dungeon/game). On the other end, forcing situations that do not promote increased difficulty does NOT increase the likelihood of disaster. Comparing the two really doesn't work when the problem is the increased challenge which, more often than not, is because the player is new or not equipped for it. The "leader" and fellow party members tend to fail hard in those situations though.
Mind you, putting said new/undergeared player in a situation that is possible for them to struggle through isn't a bad thing. The problem is that "possible" part and a number of people assume that to be an assurance with literally zero risk involved. In lv60 content, go ahead and assume it if you know you can carry the burden of the group for the majority of a worst case scenario (e.g. an i240 tank doing big pulls in older dungeons). If the other players don't say anything to contest that plan, then whatever. If someone does, and they still go ahead with it, the problem is that "leader" (the tank, in this case).
I was responding to someone saying big pulls aren't fun, not a tank pulling big groups, dying, pulling another big group and dying again. If the healer was able to keep the tank up through the pulls, it's not really a skill thing anymore and it suddenly becomes a healer not enjoying having to cast multiple heals in a row. Big pulls are the only thing that add ANY semblance to challenge as a healer before raid content, so it just seems odd to me that in the meantime so many healers don't like to dps because "I picked healer" but also don't want to heal beyond regen.
Yes, and that also connects to my comment. There are players of all walks of life here, so it's best to kind of go in with the minimal expectation. The increased stress generally isn't what people actively want out of a video game and can very much reduce the enjoyment as a whole. For as popular as games like Demon's/Dark Souls might be, titles that promote frustration, they hardly encompass the masses as a whole. Some folks really do like to not have to "master" something to play them. This doesn't exactly translate all that well in MMORPGs, admittedly, since being adequate is usually enough lol. Still, the group dynamic is more important in the long run. If a healer is uncomfortable with huge pulls, maybe don't do as big of a pull as normal. Instead of the entire area, maybe 1/4 or 1/2 of it? That sort of thing if they're good to try. Compromise.
That healers not DPSing thing is another matter that games tend to identify a healer as. I mean, most RPGs don't exactly give healers as much damage output as XIV does. For as long as this game has been around, and for how long the players have made DPSing as healer a thing here, it's far from normal universally (for the genre/role outside of the game). Unless it's required and really does impact the success of a group, which it almost never does outside of hardest tier raiding, it's really not that big of a deal. They picked a healer, so as long as they're healing, they're doing their job. Better than the healers that refuse to heal (even themselves) and only DPS... and I know that they exist first-hand.
I feel like having the minimum expectation out of the player base is why this games in a bit of a tizzy with midcore content... Dungeons aren't really supposed to be relaxing, why would they be? I personally mean this in the most respectful way possible, but you're pandering to the declining skill of the player base which further dichotomizes bad players from everyone else, that being a well noted issue among of FF14.
They simply don't get better because they don't have to. Yes, sure maybe do a test pull to see that they can handle a couple packs, but if it's too stressful of a situation, then perhaps a DPS roll would be more suited to their state of mind. I don't get why you'd want to go into a monster filled dungeon without the elevated stress. Long story short is that the only people who can make the lowest denominator any better is the rest of the playerbase, because SE has pretty much gone this long making the game doable with a regen.
This is by no means a statement to chew out terrible players, merely to give them a firm helping hand instead of a blanket and bottle. People are capable of getting better, they're not babies ;_;
It frustrates me that a lot of modern gaming (MMO's in particular) has become about just getting it done, instead of failing and getting better.
Wow this thread got really long really fast. Just read the first two pages, so I don't know if someone suggested this or not yet but, here is the advice I would give:
I would suggest finding a party with the Party Finder tool instead of the Dungeon Finder tool.
Why?
1.) You can clearly state in the description that you are still learning your healing roll and would like to take it slow.
2.) You will only get people who are willing to assist you. If someone is taking time out of their day to help someone just go through a dungeon to learn their role, you can bet they are a nice person and could become a great friend in the future.
3.) You'll only be paired with people from your server. A good way to build a network and make friends.
4.) You'll likely get other people who are new at their jobs too, who want to learn as well. You can take it slow together.
Just two days ago I was waiting for a node to pop and was looking at the Party Finder. I saw a person who wanted to run Sastasha for the first time as a tank.
They were still missing a healer. I have a level 60 WHM and no other healer jobs right now, so there was really zero material benefit for me to enter the dungeon.
But I did just to help out. Figured it's a good way to build a wider network of friends.
Of course the tank was slow because he was new. But no one in the party cared because everyone who joined already knew it would be that way. Everyone was very supportive and helped the tank a lot.
I agree. I absolutely agree that part of the reason that midcore is so unusually placed/non-existent here is because of that minimum expectation. You (and many others) are overlooking (or just refusing to accept) the fact that it's exactly how it is here. Regardless of what you or I might say about wanting a higher degree of caliber of player/perspective to be the expectation, the fact is that the game does not require it. With where we are now, you are literally forcing your unnecessary expectations upon the players that the game caters to in that content. They are not objectively wrong here, assuming it does not actually prevent success, you are. The way the game is designed is proof of that.
The only way to remove terrible, or realistically to dramatically reduce the odds of it, is to increase difficulty substantially on almost everything. There needs to be unforgiving mechanics introduced, designed to weed out the bad habits/players. A single mistake or bad rotation play = wipe, sort of thing. The only reason why I mention such difficulty is because anything less allows for bad habits to exist. People being carried is a very big possibility the more forgiving something is. If people want to experience the game, they need to become better. That's the form of motivation that makes good players. On the other hand, it's also not much of a motivation for the bad/lazy players to continue playing, which to be honest, really will be a significant loss with such difficulty and dedication requirements. There's no real in-between here on the matter of player perspective these days.
They can absolutely introduce midcore tier type of content... and they kind of have already. Extreme fights and such really aren't that much of a faceroll for the average player to clear for the first time. Dungeons here, however, are designed for a group to take part and realistically accomplish with low or minimal skill. That's just how it is here. Both good and bad players are allowed to get to the point they need to be to do group content. Outside of lynch mobbing and extreme harassment, you're not going to remove or motivate bad players from either quitting or getting better. A select few may listen, but the majority will simply play the way they want.
You're right in that we're not babies. We are capable of getting better, should we choose to. That choice however is something you cannot force upon someone. The only ones who can, without harassment, are the devs. If the devs choose not to, then who's really in the wrong here?
Edit: forgot to add this in, but regarding the elevated stress part, it's because that's being unnecessarily forced upon them by another player. One that, in the case of the OP, is just a d-bag that could not give less of a crap about what the OP said. That player will force his/her expectations upon the OP to the point that it causes not just a slowdown from said d-bags expected time spent, but also adds far more frustration to everyone involved (possible wipes). That is the primary difference. The OP's way of doing things may slow down the expected norm, but it doesn't truly affect it negatively. Said tank however, absolutely affects it negatively. Now, if the game was designed to do that as a requirement/necessity, then yeah, OP gotta just git gud.
@Welsper
If SE does what you suggest, we will high end so called super genius players come to the board and speak how hard it is to beat the content....in short no matter how hard or what not you make the fight there will always be those that complain
If the OP even remotely decided to try pulling the "I'm just going to let you die" card in that situation you'd be vote dismissed by me faster than you can cast Aspected Benefic.
There are two issues in that situation: one, you're a dickhead or two, you're terrible.
Meeting any of the above two criteria means I don't have a problem in ruining your day.
I learnt how to play my jobs better simply because of parties pushing everyone to their limits.
Going slowly in low level dungeons does not help new players
Just an FYI, letting your tank die because he didn't wait for you to cast Stoneskin is behavior you can be punished for. You are in the wrong here if you do this.
All this drama because you can't swiftcast protect. Seriously?
In my experience the best place for learning is in a consistent group of players e.g linkshell/free company where players get to know each other and have a some social currency between one another. I'm not sure if my free company is a particularly good example in it's current state but since 2.0/2.1 when i left and now i haven't seen or felt much incentive of any kind for members to help one another to catch up.
I swiftcast stoneskin, can't do both at the spawn point. What amazes me is that there are people here who defend the tank running off without buffs. Why is that and why is it so important for the tank to leave so fast, it's only a matter of a few seconds. These are the same types who don't wait for everyone before puling a boss in duties like Void and so on.
I know right? The very first thing that's going to happen in every single duty when the wall comes down is healer casting protect. Everyone should be expecting it and wait the few seconds for it. No one needs to bolt the very second the wall drops, 10 seconds isn't going to hurt anyone. Say hi.