Because FFXIV has Gates in every dungeon so that pulls don't become to big.
In wanderers places you could pull every mob to the 1st boss. That's a big pull. Now you only get 2 groups of mobs then a gate.
Because FFXIV has Gates in every dungeon so that pulls don't become to big.
In wanderers places you could pull every mob to the 1st boss. That's a big pull. Now you only get 2 groups of mobs then a gate.
Commendations.
If I play dps I only give it out to other dps.
If I play tank I only give it out to healers.
If I play healer I only give it out to tank.
Only if they should be getting a commendation.
There are always exceptions to the rules!
I really feel like though if things where more difficult this is just my opinion but then you would have more rage quits , it hasnt happened to me much but Ive heard that alot of people rage quit aurum vale, or quit before the first pull is even made.
But I know in any content that is challenging in the slightest that their will be people that will quit after the first failed attempt knowing that the content isn't easy. So to me to have harder dungeons its gona take those that que up for df to have more patience or they will just need to run it with their friends only. Because I've seen people that generally want to learn certain content but those impatient people just leave or go off and start pulling adds on their own, just doing something because they don't have any tolerance for people.
And I dont know if it happens in the expert roulette but in my experience if a tank is gona do a big pull please make sure that you get every single adds full attention. Alot of times this doesn't happen and a healer shouldn't have to heal themselves heal you , dps and dodge the adds that are trying to kill them.
Tank here on how this happens: When I'm mass pulling, every pack gets a Flash on the run. I should tag everyone no problem. If that's all that happens, it'll all go smooth.
The problem comes when people get overeager and don't let the pull finish. Remember that, in the middle of a big pull, we're not gonna stand in place waiting for another GCD, it's AoE on the run. So, if you start laying out heals on me before I have them all grouped up and can ACTUALLY establish aggro, you're gonna have a bad time. Trust in me to survive until I can get them all grouped up. My whole toolkit is about survival.
Edit: Also Regens. That causes it a lot. I am always clicking off Regens during a big pull so that the healer isn't getting hate.
Edit 2: Sorry, one last thing. Some trash packs are spaced out so wide that tagging them all at once can be almost impossible. In cases like that, rather than slow down the pull for a second GCD, I believe it's better to let the stragglers chase after the healer or whoever until the pull is over. Just keep running. Once the pull is done, run them to the tank so they can pull them off with AoE threat gen.
Last edited by dragonseth07; 01-04-2017 at 05:19 AM.
I once said the following in a different thread, which still holds true to this discussion:
Sometimes, mostly when reading threads like this or the “Tales from Duty Finder: Some make you laugh, some make you cry. Let's vent.”-thread, i think to myself: “Why is it that we can’t simply work together when playing this game?” Is it really that hard to talk to one another, relax and play with each other, rather than “jumping at each other's throats”?
It is true that saving cooldowns for emergencies is not really the way to go, but i wouldn’t go as far as calling it bad. Like i’ve mentioned in my quote above, everyone has a different kind of skill set, certain amount of experience, etc which might not be similar to your own. Not every might be as comfortable with a class or stressful situations than others. Some people work better under pressure and improve faster when placed in stressful situations, but not everyone will be able to. There are plenty of people who will panic in situations like that, or simply won’t be able to function properly.
As people, we should be able to respect that try to work with them nonetheless. I believe that this is where the main problem lies. We want others to adjust to us, rather than adjust ourselves to others.
One of the arguments used, would be “One most adjust themselves to the majority of the group”. However, this is only true to the extend that everyone can follow suit. When you are running “group content” (like Dungeons) in Final Fantasy XIV, you are asked to work together as a Team in order to complete the said task. This also means that you look out for each other.
If you have a tank, who’s struggling to maintain hate, or a healer struggling to keep the tank alive. The fault shouldn’t be placed solely on the tank who couldn’t maintain hate, because the majority rest of the party wanted to pull more. The fault also shouldn’t be placed solely on the healer, who didn’t manage to keep the tank alive during a bigger pull, just because the tank pulled more than the healer could handle.
You are all in this together. The most important thing about working together, is communicating with each other. And by that, i mean come to a mutual agreement and taking every member in the party into consideration (even the members who are struggling to keep up).
However, this also means that you have to put your best foot forward and give it your all. Put all of your skills to the test and try to improve yourself as well. You can only improve, if you strive to be better with each attempt. After a while you will notice that you will have less trouble keeping hate, or keeping the tank alive during bigger pulls.
“You can’t advance by standing still.”
Trust me. When i started playing this game as a White Mage healer, i was one of those people who said that “Healing is my main priority, not DPSing”. I started off simply focussing on keeping the party alive, but as i gradually progressed throughout the years, i kept improving my skills to the point where i can DPS during most of the dungeon and still keep the party alive.
This doesn’t happen overnight, so you have work for it in order improve. First thing that you need to learn, is to put trust in both your own skills as well as the rest of the party. Don’t plan for emergencies, plan for smooth successes. Expect every run to be something you haven’t experienced before and be as flexible as you can possibly be.
I also kept my Swiftcast available for when i had to raise others, but if you trust your own skills enough, you’ll find out that you won’t be using Swiftcast at all during the entire run. Since the cooldown of Swiftcast is rather short, it’s safe to use it for other things like Swiftcast > Stoneskin (II) while running towards the next pull or before starting a boss battle. During a boss battle, you can Swiftcast > AoE Regen/Shield so that you will create more breathing space for yourself to do other stuff (like buffing or DPSing).
It takes a bit of practice and confidence, but you should be ok.
What you guys are saying is true for a lot of people, but that mostly has to do with the fact that there are quite a few people who are pretty much overgeared for the content (even the content that’s being released on Patch day). Because of this, all of the level 60 dungeons feel extremely easy. But, this doesn’t necessarily have to be same for all of the players. People who haven’t played the game for quite a while are still in the process of gearing their classes/jobs. They won’t be as overgeared for the content as we are.
One of the reasons that Aurum Vale is still considered to be one of the hardest dungeons in the game so far, has to do with the fact that you’re synced down to level 49. Some of the more vital skills are locked behind level 50, so you won’t have access to those.
So, in light of that, try running dungeons with the “Minimal iLvl”-option active. You’ll experience the content for the item level it was “designed” for. This will have a pretty big effect on how fast you’ll be killing monsters and the damage they deal to you. Burning down bosses, skipping phases and ignoring mechanics should prove to be a bit of a challenge at least.
Think back to a time where you were running Amdapor Keep and Wanderer’s Palace with your iLvl50-ish AF gear. Those were fun times, right? Now, why not give that “Minimal iLvl”-option a go with the level 60 dungeons and see if you can get that same feeling back.
At least, i’m planning on doing that with a couple of my friends. Just for the fun of it.
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Agreed!
Level sync has been horribly neglected. When I looked at coming to FFXIV, level sync seems like a wonderful option because it held out the possibility that older content would not become completely irrelevant due to over - gearing. But even with the relatively soft level/ilevel sync we have, people still complained and so we get to run things unsync'd. Yet the level/ilevel sync remains as soft as ever.
I'd love it if the rewards for dungeons were improved a bit, but only when running with strict level/ilevel sync, and to have the level/ilevel sync in DF tightened up in general. Too many players, especially those at end-game, have forgotten how they got there, sometimes it even seems that they have forgotten how to play without the advantage of a massive over-gearing.
I pretty much main tanks and healers palidan/drk, whm/astro now im not saying im the best tank in the world but for me if I see that I dont have aggro on an add even if someone pulled them I go back and get that add or at least try a lob or something if they are out of reach.
But most of the time I dont really get the same from other tanks when Im healing some tanks dont try and pull aggro off of me even if it wasnt my fault to begin with and they just missed the add. And I learned about the regens I dont do them during pulls anymore not until the tank has all the adds they are gona get. But I just think some tanks expect you to heal them and if a stray add gets you ,kill that add and everything is suppose to be fine , and I dont get that because I tank also myself and Id at least try.
Tanks should absolutely go peel if something gets loose. Anyone who doesn't is a jerk. During a mass pull, though, sometimes it can't be helped, and you have to wait until the pull is over. Stopping a pull short to grab a straggler ends the pull: when you stop going, ground AoE's go down, so continuing after that is a no-no. If someone gets a straggler on them, they should run to the tank so they can pull it off. Nothing is more frustrating than trying to peel a mob and the guy it's on is running straight away from you.
Is that not because they are designed more with the MSQ gear in mind rather than the gear that end-game players acquire from raiding? Aren't the level 60, non leveling dungeons are kind of there as a challenge for players who don't raid? As such, their balance is therefore based on the gear that players who do not raid will have access too. End-gamers with raid gear will overgear such content.
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