I had trouble with this strategy as melee, but I had more trouble as BLM.
Like someone said, it's just them learning.
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As someone who plays all roles, but mainly Healer and Tank and have preferred those roles for over 20 years of MMO play: Please stop. Dragging half dead enemies around is in no way at all a good way to stall. It mucks up DPS rotations, makes landing AOEs much harder, keeps making the rooted casters like BLM and your healer have to struggle to keep up and get spells off.
Either pull wall to wall or pull what you feel comfortable with and stop there until they are dead.
Some version of this chain pulling strategy is optimal in many MMOs (notably WoW), but annoying suboptimal in FF14.
The issue is especially prevalent with people leveling tanks as their first characters. While tanking in FF14 isn't particular hard, there is a way to do it, and you never see it done correctly if you are always tanking.
It's not someone just learning. I've seen it in EW dungeons. I agree with others in this thread that they've brought it from experience with other MMOs because it is much more common there.
Because the dps can't kill it if you take it out of range.
I agree with this being supremely annoying. If you are going to w2w, then w2w...don't pull the first pack, stop, wait for everyone to start doing their thing being halfway into their rotations and THEN decide to sprint off.
While this may be a WoW cultural thing also consider what I said in my former post, that this may be an alternative for the tank thinking "ok I'll do a big pull but I'll water it down somewhat", like a compromise, a mid-point between doing small pulls and big pulls when you know pulling both packs together right away may end up in disaster because you don't trust the party or yourself to handle it, but you don't want the dungeon to take forever by doing small pulls only. So please be mindful of that.
I don't mind. Melees have everything instantly casted and can run alongside with the tank. Not preferred if blm or rdm. Other dps can do their job on the move and some of the healers aswell
With the exception of a BLM who has already burned its relative mobility, we can and do kill enemies that are chasing the tank, actually. Whether they fall out of range or not comes down to our own positioning; the tank's moving on does not cripple us unless we let it.
I hugely prefer W2W pulls, and think one should always W2W unless there's a very good reason not to, but I've seen enough Sylphies and half-afk co-DPS to know that there is, on occasion, a very good reason not to.
Moving towards the second pack before the first has died --or stopping the gather a bit before the second pack, getting the first pack lower without CDs before completing the gather-- in order to make (mitigation CD) ends meet is not suboptimal in those rare occasions.
It doesn’t work here because this games engine and coding is a mess. Best example is WHMs holy on moving packs, the actual HIT animation and what is actually being hit is totally out of sync, the game snapshots what was in range when your cast completed, but there’s a huge delay until the animation goes which brings the results of that snapshot, so enemies often are being hit and stunned a mile away or not hit at all.
I know that some people want to establish this ridiculous behavior that is instantly noticed as mechanics but it must have something to do with the base ARR (the absolute failure) this new FF14 was built upon.