This whole thread is this
which then turns into this
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This whole thread is this
which then turns into this
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A debate in a university classroom is for theory and education - this is especially true on the Philosophy aspect of what I mentioned, as opposed to the forums where we are talking about the practicality of it.
If you want to have a chat on the Philosophy of MMO Dungeon running, you could start a thread. I doubt you'd get much response.
I was talking about semantics, because the origin of your posts went back to you arguing over the meaning behind the word objective.
DISCLAIMER: Hit forum post cap, ugh this cap is so dumb, so I am editing this post with my reply. I hope you see it.
I am now out of Void Ark, so I feel better suited to reply to you. I am using this post, but I am more replying to you in general from your entire stream of posts.
My first post last page to you was in regards to how you tackled someone's argument that stated finishing a run fast is Objectively better. You then argued the semantics behind the term of objective. You focused in on that term more-so than the argument itself. That said, I get what you are saying, in that there are other considerations in a run past finishing quickly. The reason why one can consider it 'objectively' better, is that most of us come from a Capatalist economy. This economy puts the perspective in our heads that increased productivity is inherently better, in the case of a dungeon run, that means getting the most tomes/reward in the least time = increased productivity.
While I can agree that some may want to take longer and enjoy the scenery and explore areas, heck I love exploring stuff, the reality is that isn't the case of the majority. It's also not the case once you've explored the dungeon once.
In terms of your statement above, "I don't agree with the people who say you're a better healer if you leave everyone skirting the edge of death while you just focus on getting out as much damage as possible.", I feel you may be misunderstanding the point of many here. Those, including myself, who advocate letting HP drop to a set level (say 20%), are not suggesting you let them skirt the edge of death. We are saying that you learn your class, so you can tell how far you can let them drop and successfully bring them back up. All healers have a quick instant cast, powerful heal - I use Tetragrammaton on every pull, for example. So, I let the tank drop to 20%, swap out of cleric, regen for the instant GCD, weave in Tetra oGCD and heal if necessary or pop back to Cleric Stance. The essence of our argument is that you learn the healing job, learn mechanics and understand when damage will come in and when you need to heal, rather than over-healing to the point that you are wasting MP and contributing less to the party.
As for your thoughts on mechanics, yes mechanics are what make this game fun. It's what I hated about Guild Wars 2 (there are no mechanics, just dpsdpdpsdpdspdspdspdpsdpsdpdsdpspdsps). That said, skipping phases can be exciting and fun and something to go "Oh wow, we skipped that phase entirely!". It's a great feeling and adds to the fun of the game. In a sense, skipping a phase or mechanic is a mechanic of itself.
You are correct, that a DPSing healer may make things more chaotic. I'd like to circle back to a post I made awhile back.
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I did not misunderstand you. I get your argument, but you zeroed in on the term 'objectively' better to suit your argument, and ignored the actual context or meaning of what she was saying. Speeding up a run is definitely considered better by many, but maybe not all. The same could be said of most things that most people consider better, I'd like to know where we draw the line.
For example, most may consider it better to not purposely cause one bodily harm; however, there are sadists out there who enjoy this. In this case, is it actually objectively better to not cause harm to someone?
PS: I get the hypocrisy that I am now engaged in the semantics argument with you.
Last edited by Kaurie; 01-07-2016 at 03:05 PM.
You're trying to pick and choose select portions of the conversation, and you're getting what I said out of context in the process.
Healers who refuse to do anything during downtime is one of the topics of this thread. (Actually, it's one I can agree with you on in most cases.) But grading a healer's skill level based on how much DPS they can pump out is also a major part of the discussion. I don't agree with the people who say you're a better healer if you leave everyone skirting the edge of death while you just focus on getting out as much damage as possible. That might make you a better speedrunner, but not a better player.
And I got into this conversation in response to other claims that tried to prove more DPS was clearly superior based on the fact that it can shave some time off the run. That's purely a speedrunning consideration.
You say that as though avoiding the mechanics and just burning the boss down at every opportunity would make it less repetitious. The mechanics may not have as much variety as you might like, but they have more variety than that does.
Making the fight shorter allows less time for error, but since it also makes the fight more hectic (and in the situation I addressed, a lot more precarious), it increases the likelihood of error during that time.
Ok, thanks for the clarification. So it was because you misunderstood what I'd said.
The point was that a previous poster tried proving that more DPS is inherently better based on the fact that it speeds up the run. I pointed out that speeding up the run is only better for those players who want the run to go faster. For anyone else, that effect (that it makes the run go faster) does not lead to the conclusion she reached from it (that it's a more valid playstyle).
The word "objective" did come up quite a bit, as did a few synonyms for it. But I didn't think there was any confusion over what it meant, only over whether it was true.
Last edited by Niwashi; 01-07-2016 at 03:16 PM.
A healer that don't cast a few DoTs in normal dungeons = lazy? Seriously? Do you guys even bother to read OP's post? A i210 DPS sucking at putting out DPS whom then blames OP for not helping on DPS...I'm not even a fully equipped i210 DPS, even when I have a 2nd DPS outputting half my damage, my dng runs rarely exceeds the typical 30 minutes....OP's run was at 40 mins.
Again, in this simple case, DPS is the problem! A few DoTs from healer isn't going to reduced a 40 minutes run into 15 mins...be real people! That said, IF all four players are dishing out good DPS, then YES, everyone gets out faster—but those 15 minute runs really don't happen often via Duty Finder.
This may surprise you, but over the course of 62 pages, the... conversation... has evolved a great deal.
Your dps will depend on the clear time. Comparing to attempts 6 months ago to say that the character has low attempts doesn't really aid your argument since no one was talking about low attempts. DPS lowers in fights where the boss has forced DOWNTIME (you know, when bosses go invincible and you are doing 0 dps for a few seconds). It has nothing to do with "in actually challenging fights". If the party dps was lowered to the degree you were talking about, then the clear times would be higher and the dps would be lowers as result. Do you have problems with team synergy. Should teammates not work together to improve the overall dps? I mean who are you giving the balance card to? The Bard? Are you serious? People are being efficient. Your's trying to imply that unless it's 2 particular fights, then it's a dummy fight and it doesn't count. But if that's true then everyone should be doing dummy dps which still means dps shouldn't be as low as the point you're saying. Also lol at recent clears... how is that even relevant. They could have had a longer fight in the recent clears (because part dps was low) and dps lowered as a result. You also are completely ignoring the point that every party member was at the top of the percentile in that clear:
http://www.fflogs.com/reports/KJkhLf...pe=damage-done
How exactly is raid dps suffering here?
And all of those other DPS landed, more or less, in my designated zone. Mind you, the MCH only reached that point with Double DoTing. BRD was double DoTing but fell below that. DRG and NIN edged above with above average critical hit rates. And smart Gierskogul positioning in the DRGs case. BLM was miles ahead, but that's what happens when you're double DoTing and not worrying about mechanics at all with Balance Cards and Battle Voiced Foe's Requiem.
And, again, my numbers were based on a 4 man composition where you don't get numerous buffs stacked and rotated on a single character for damage inflation. Nor does that character usually get to completely ignore mechanics.
Maybe go through those parses properly next time so I don't have to point these things out for you.
EDIT: The DRG would only be about 75 DPS lower than the BLM managed if they got those cards, despite the fact they were on Alarum duty. So, yeah, the Balance cards are a pretty big deal.
Last edited by Tilgung; 01-07-2016 at 04:01 PM.
If they admit, the Apocalypse will be unleashed, the angels will descend from the skies to punish them, all pyramids will fall, Yoshida will knock on their doors and tell them to git gud, a meteor storm will happen, and so on... At least is what they think. I'll try it:
My DRK has room for improvement, I think I can do more DPS, I need to practice on how to better use Abyssal Drain, whenever I start a fight with Plunge I often lose a GCD (due to my keybinds), etc... yeah, I can clear all dungeons, but I think I can do better.
Oh my god, I'm not perfect! (!!!!!) oh my god... was so difficult to admit all these things... wait, the apocalypse is not happening yet? Oh... not so hard afterall.
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