I find more often than not the dps players are the problem. They attack early, don't use enmity reduction, fight mobs tanks not hitting so they can say look at my deeps! Or in raids like the towers they don't wait for tanks to be ready or to pull, then say why am i tanking X mob. Like you are such a beast you cant be contained. I don't fully blame players though as SE design promotes trolling from withing the group for anyone able to watch enmity meter while playing. it's like crack as they see it rise then they get all sullen when they don't get agro so they try to pull more and run ahead creating more work not for me but for your healer. If you want to tank i'll let you. but don't say i'm bad tank for pulling your card. And don't call us trolls because we rejoin the queue and get your sorry definition of what a group should be and how fast or slow it should move again.
One common theme seems to be players not liking each other or being indifferent to another players plight. It's very off putting. My favorite thing is the no bonus, exp only groups for every pf raid. Then you join and they are just as good/bad as DF. I can't put my finger on it but something about the games design has players hating on one another rather than needing each other desperatly to survive, like in a FF game where potions mattered and anyone could use phoenix down even in combat. Players use others as bait for fates to collect items and such. It's like too much WoW here.
What is it that has us at each others necks so often? it's not as simple as being jerks or kids or desperate for a drop or mad cuz can't raid or win them.. Something within this system has turned us against ourselves, it's fundamentally wrong somewhere at the core where a game is jsut supposed to be fun, but challenging enough that everyone can make a difference, not you got one guy who gets hit he dies so the raid should wipe because of it. Hell Ruby Weapon had to be fought solo. were is that creative thinking at? instead of timers and dps checks how about thought provoking systems like in other older RPG, where you could make a choice and if it was the wrong one it didn't spell doom it jsutu meant you had to work more into the fight after to win it. In some cases im all for one shots but not every friggin thing labeled "hard, or extreme" 1 shots aren't that extreme when 80% of mechanics are one shot mechanics that the entire group cant recover from. That's not extreme it's jsut bullshit. I could only imagine a timer on my Ruby Weapon fight after killing my group before hand i have to win in x amount of time. DPS checks and one shot kill moves on timers ir too much stress when the ilevels are just enough to qualify. Crafting gear and filling it with vit materia overmelds to survive while you have potions that are still useless isn't extreme it's short sighted.
I suggested a long time ago they add materia to the game but give it meaning like adding 200 points to invigorate or 3 seconds to oath. or making regen tick +10. or god forbid adding elemental attacks to weapons as replacement for damage or an added bonus. Crafting would welcome the chance to crack materia to take a +3 to 5. I'm just going to stop before i go too far. if i haven't already.
Good day and sorry to bother you all with my bs.

Reply With Quote





