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  1. #231
    Player
    Korinth's Avatar
    Join Date
    Aug 2013
    Location
    Ishgard
    Posts
    31
    Character
    Kirae Naellenar
    World
    Balmung
    Main Class
    Blacksmith Lv 70
    Quote Originally Posted by Fynlar View Post
    If a tank isn't keeping threat and getting their ass kicked much harder than they need to be, they are failing at their main role: to tank.



    If a DPS is killing so slowly that it's causing problems for the run in the sort of ways you say, they are failing at their main role: to do damage.



    Hint: this is different from the previous two examples. If you still don't get why, read it carefully.
    This might to true in most games, however, in -this- one, it's laid out rather clearly even in the instructional level 15 content (The Hall of the Novice) that healers jobs are to keep the party alive -whilst- assisting in damage. It's not just something they should do if they feel like it. It's part of their job.
    (2)

  2. #232
    Player
    Settiesama's Avatar
    Join Date
    Mar 2016
    Posts
    593
    Character
    Setsuna Tribal
    World
    Balmung
    Main Class
    Summoner Lv 60
    Quote Originally Posted by starLivitation View Post
    they can simply add an Quit pentalty as well which includes Fake DCs ( like when i close my client etc ) u know u can dc from a duty even in battle by forcing ffxiv app to close.
    Like someone mentioned, turn the net off/unplug modem. If these get the punishment so do people who d/c naturally without wanting too. Face it, it's a case without a win here. People will always find a way around a huge punishment, and filling in the holes punishes the innocent alot more often. The 30 mins has to stay, or it gets even worse for the people staying in the run.
    (0)

  3. #233
    Player
    Settiesama's Avatar
    Join Date
    Mar 2016
    Posts
    593
    Character
    Setsuna Tribal
    World
    Balmung
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Korinth View Post
    This might to true in most games, however, in -this- one, it's laid out rather clearly even in the instructional level 15 content (The Hall of the Novice) that healers jobs are to keep the party alive -whilst- assisting in damage. It's not just something they should do if they feel like it. It's part of their job.
    It's mentioned numerous times throughout the Cnj quests too, infact teaching someone not to be afraid to use them.
    (0)

  4. #234
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Dorander View Post
    What if a tank is only keeping threat, but not using defensive cooldowns, they are still fulfilling their 'role' by making sure the mobs are hitting them and not the party, but they are taking so much damage that the healer is running out of MP each pull, that is carrying.
    Lacking a member is always a hindrance, but there is a big difference between someone quiting and someone doing poorly. If your tank or your healer is not fulfilling your expectation, the it's your choice if you want to kick them. If, after that, you have to wait 10-15 minutes for a replacement, it's the party's fault.
    Often, you can still go faster with a basic tanking, than waiting 15 minutes to be able to kick them, then waiting for a replacement, and then ending with a proper to finish the dungeon quickly.
    Remember that the main issue is the Duty Roulette, and that there is absolutely no Duty in there that requires a great amount of skill. As a tank, it's perfectly doable to survive pretty much anything without using a single cooldown, even if it's a blatant lack of skill.
    (0)
    Last edited by Reynhart; 05-07-2016 at 07:40 PM.

  5. #235
    Player
    Caitlinzulu's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    889
    Character
    Caitlin Seraphim
    World
    Shiva
    Main Class
    Archer Lv 100
    Quote Originally Posted by Korinth View Post
    This might to true in most games, however, in -this- one, it's laid out rather clearly even in the instructional level 15 content (The Hall of the Novice) that healers jobs are to keep the party alive -whilst- assisting in damage. It's not just something they should do if they feel like it. It's part of their job.
    Off course healers are instructed on how to dps, how else would they be able to do fate's or farm mobs without help like any other class can do. This doesnt mean they are meant to dps in light/full party setups. Its up to the healer in question if he/she wants to dps or not. Just dont call it their job to dps.
    (3)

  6. #236
    Player
    Settiesama's Avatar
    Join Date
    Mar 2016
    Posts
    593
    Character
    Setsuna Tribal
    World
    Balmung
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Caitlinzulu View Post
    Off course healers are instructed on how to dps, how else would they be able to do fate's or farm mobs without help like any other class can do. This doesnt mean they are meant to dps in light/full party setups. Its up to the healer in question if he/she wants to dps or not. Just dont call it their job to dps.
    Healers job is to keep the party alive. If they have time to lean, they have time to clean. Dps for faster kills keeps the party alive too, and the quoted info was about teaching them how to act in parties, so yes, they are expected to dps, not stand or jump around waiting to heal, or heal that 5% hp loss
    (2)

  7. #237
    Player
    Laerune's Avatar
    Join Date
    Aug 2013
    Posts
    2,948
    Character
    Yu Zeneolsia
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    I think healers like myself are used to the way the role used to work in other mmorpgs. In other mmorpgs:

    1. Tank: Keeps threat and makes sure they can stay alive (defensive skills) as long as possible.
    2. Damage Dealer: Do alot of damage and use offensive buffs.
    3. Healer: Keep everyone alive and make sure the buffs and shields are on the players.
    4. Every Role: Make sure your gear is up to the task, repaired, avoid stuff to help out the healer and let the tank pull, so the tank has full control of the fight.

    The thing is in FFXIV this was how all the players that I ran dungeons with played the game. In 2.3/2.4 we outgeared all the level 50 dungeons, we were so OP, that people started experimenting. Players started to notice that AoE classes like Black Mage can nuke a whole group very fast. This encourages the tank to pull more monsters and since the HP of the tank was not going down fast, we started seeing Healers standing there with 80% MP during a fight. Maybe the Healers wanted to be usefull or the other partymembers encouraged the Healers to do damage, but something happend,

    Speedruns became a popular thing and while SE did add gates to new dungeons so players would not speedrun as much as before, they still have fights where there is a dps race and a dps race requires either that:

    1. Your dps players are great and are able to do it on their own.
    2. They are not able to reach the cap needed and need the Tanks and Healers to pitch in and do damage aswell.

    Maybe SE needs to tone down the damage needed during a fight or maybe the dps players need to improve themself. Only SE knows the answer to this. But in the end as a team member your 1# role is to help the group as much as possible, so when you are able to do some damage and you posses the skills to do them, why not help the group?

    On-Topic:

    I have said this before, making the lockout longer will only encourage leavers to abuse the system and fake a d/c or force the group to kick them out. Players can be very vindictive when they want to. A better punishment would be to make it so they keep getting the same trial/dungeon untill they finish it once. The leavers can leave, but the trial/dungeon will always be there for them, which will discourage leavers for quiting a dungeon, because they dislike it or if its to long.
    (1)
    Last edited by Laerune; 05-07-2016 at 08:33 PM.

  8. #238
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Welp, that didn't take long for this turn into yet another "Healers need to DPS" tangent.
    (2)

  9. #239
    Player
    Settiesama's Avatar
    Join Date
    Mar 2016
    Posts
    593
    Character
    Setsuna Tribal
    World
    Balmung
    Main Class
    Summoner Lv 60
    If they were to lock dungeons so that you keep getting the same one, then they better remove Aetherochemical from 60 roulette, or it'll be deader than the horse this forum keeps beating
    (1)

  10. #240
    Player
    NaesakiAshwell's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    696
    Character
    Naesaki Ashwell
    World
    Odin
    Main Class
    Summoner Lv 90
    I really don't get the hatred for Aetherochemical, its really not that bad, I've done it several times now and I've yet to find it taking longer than the other dungeons in the game and its not exactly a difficult dungeon either. The 1st boss is a tank and spank while dealing with the adds before they explode. 2nd boss might stump some if they don't turn around when petrify is happening or if you don't stack on the person who's been bound and targeted by that missile strike.

    The final boss, sure it might knock back some players who aren't what others deem as "great" at the game, or new leafs doing it for the first time who generally just need a minute to be told the tactics which are so simple, dodge everything, destroy the blizzard sphere before the fire, get in the dark spheres before the big aoe hits and when the lines and orbs are on everyone, you take an orb for someone else.

    So many go on about time efficiency, yet the dungeon can be just as fast as the others if people actually bother to put in the effort instead of quitting at the first hurdle >__>

    The only reason why people quit that dungeon, Is that the inherent rewards from the dungeon itself is very mediocre, the bosses give very little esoteric's and there is no loot to be had, making it not as worthwhile as the other dungeons despite the fact its just as fast as the rest and the majority only want their daily tome reward anyway.
    (0)
    Last edited by NaesakiAshwell; 05-07-2016 at 10:16 PM.

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