Results 1 to 10 of 51

Hybrid View

  1. #1
    Player
    Cordie's Avatar
    Join Date
    Aug 2015
    Location
    Ishgard
    Posts
    157
    Character
    Cordelia Primerain
    World
    Lich
    Main Class
    Black Mage Lv 70
    It is, actually, a feature causing wipes out of nowhere:
    1st pull after 2nd boss in Library (HM), tank goes d/c while building enmity, mobs get the healer, healer dies and has to hold the thing pressed for 2 seconds (+ a simple press before that, out of habit). By the time she's reaching the mobs 1 dps dies, and the other one is at around 5% HP and running away. 2nd dps is killed, the mobs reset and kill the healer again. tank returns a few seconds later and has to kite the mobs back to the 2nd boss stage.

    Yes.. most useful that 2-second hold...
    (2)

  2. #2
    Player
    Chocolys's Avatar
    Join Date
    Aug 2013
    Posts
    552
    Character
    Cait Zilla
    World
    Moogle
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Cordie View Post
    ..
    I actually think it is a good thing in that context. Unlike inside boss areas which completely lock a respawned character out of the fight, the respawning penalty was quite low outside boss areas allowing "respawn tactics" to kill monsters. So for me a 2 more seconds is a good thing.
    Personally I would even wish that when we respawn we should be locked inside the "starting duty circle" until the the entire group is out of fight.
    (0)

  3. #3
    Player
    Cordie's Avatar
    Join Date
    Aug 2015
    Location
    Ishgard
    Posts
    157
    Character
    Cordelia Primerain
    World
    Lich
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Chocolys View Post
    I actually think it is a good thing in that context. Unlike inside boss areas which completely lock a respawned character out of the fight, the respawning penalty was quite low outside boss areas allowing "respawn tactics" to kill monsters. So for me a 2 more seconds is a good thing.
    Personally I would even wish that when we respawn we should be locked inside the "starting duty circle" until the the entire group is out of fight.
    Not sure what you are saying: that ppl must not get a random d/c because that's "respawn tactics"? As in making the pull easier thanks to their d/c?
    (0)

  4. #4
    Player
    Chocolys's Avatar
    Join Date
    Aug 2013
    Posts
    552
    Character
    Cait Zilla
    World
    Moogle
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Cordie View Post
    Not sure what you are saying: that ppl must not get a random d/c because that's "respawn tactics"? As in making the pull easier thanks to their d/c?
    "random d/c"? I 'm not sure what you meant. If you meant random disconnection, I did not talk about disconnection at all in my previous post.

    Anyway said otherwise, I'm saying I wish that the penalty for dying in the dungeon should be the same regardless if you are inside a boss area or not, such as if you die and choose to respawn at the start you cannot join back the current fight until it's over.
    (0)

  5. #5
    Player
    Cordie's Avatar
    Join Date
    Aug 2015
    Location
    Ishgard
    Posts
    157
    Character
    Cordelia Primerain
    World
    Lich
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Chocolys View Post
    "random d/c"? I 'm not sure what you meant. If you meant random disconnection, I did not talk about disconnection at all in my previous post.

    Anyway said otherwise, I'm saying I wish that the penalty for dying in the dungeon should be the same regardless if you are inside a boss area or not, such as if you die and choose to respawn at the start you cannot join back the current fight until it's over.
    You replied to my earlier post, which was about a disconnection. Besides, choosing to respawn at the start is the only option you have as a healer in most cases. And the new added delay is just enough to cause wipes that are noone's fault.
    (0)

  6. #6
    Player
    Chocolys's Avatar
    Join Date
    Aug 2013
    Posts
    552
    Character
    Cait Zilla
    World
    Moogle
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Cordie View Post
    You replied to my earlier post, which was about a disconnection. Besides, choosing to respawn at the start is the only option you have as a healer in most cases. And the new added delay is just enough to cause wipes that are noone's fault.
    Ah right I see what you mean about the d/c but what I meant was just about the context about someone dying, then using respawn at start and run back to the team to try to save them. That's what I called "respawn tactic".

    While for me if you died and cannot be raised by another member, it's a failure as a team (like when inside a locked boss areas) and the real reason why there is a wipe, but since the game does not prevent you from respawning and running back in the first place, adding 2 more seconds is still a step to make it harder (and so better in my opinion).

    As for lag or d/c causing wipes, well that's one of the aleas of online gaming and it can happen the same inside boss areas.
    (0)

  7. #7
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Cordie View Post
    It is, actually, a feature causing wipes out of nowhere:
    1st pull after 2nd boss in Library (HM), tank goes d/c while building enmity, mobs get the healer, healer dies and has to hold the thing pressed for 2 seconds (+ a simple press before that, out of habit). By the time she's reaching the mobs 1 dps dies, and the other one is at around 5% HP and running away. 2nd dps is killed, the mobs reset and kill the healer again. tank returns a few seconds later and has to kite the mobs back to the 2nd boss stage.

    Yes.. most useful that 2-second hold...
    You weren't going to survive that pull regardless. Even if the tank got back up instantly, they'll have no MP/TP and zero enmity. Unless there were only a couple mobs left, they would rip through the healer and DPS long before the tank ever got aggro back. Same for the healer. Zero MP on that pull is a death sentence.
    (1)

  8. #8
    Player
    Cordie's Avatar
    Join Date
    Aug 2015
    Location
    Ishgard
    Posts
    157
    Character
    Cordelia Primerain
    World
    Lich
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Bourne_Endeavor View Post
    You weren't going to survive that pull regardless. Even if the tank got back up instantly, they'll have no MP/TP and zero enmity. Unless there were only a couple mobs left, they would rip through the healer and DPS long before the tank ever got aggro back. Same for the healer. Zero MP on that pull is a death sentence.
    It's not about the tank getting back online, it's about me getting back there, dropping some heals to the dps and stun-locking the mobs with Holy. All of which was rendered impossible thanks to the added delay. I would have easily saved the pull with the normal return button -not so with the hold-to-return. It is causing wipes out of nowhere - it needs to be removed.
    (0)