How about SE make some challenging, savage-style dungeons? I've heard it works pretty well in other games.
If they won't, then you better get over super pulls, cuz there's no point in blowing cds on 3 mob packs.
How about SE make some challenging, savage-style dungeons? I've heard it works pretty well in other games.
If they won't, then you better get over super pulls, cuz there's no point in blowing cds on 3 mob packs.
This is the part where the party starts intentionally hanging back and watching the tank die in a horrible death of foolishness....right?
Cause that's likely going to happen when enough of us get together to do something about it. :P
Don't just assume because "your the mob" that you can get away with it. That's directed at the super pull morons...not the intelligent ones that actually do the job right.
PS: and for the record - I do what I can anyway...even if I die...I still blame the tank for being a dumbass.
-Npeh
big pulls not gona stop , its acutally one of the more easy things in the game , its no need for threads like this u basicly just do big pulls u wipe u do small puls problem solved. The bad tanks are the ones that fail a large pull, and go right back to taht same pull knowing the outcome.This is the part where the party starts intentionally hanging back and watching the tank die in a horrible death of foolishness....right?
Cause that's likely going to happen when enough of us get together to do something about it. :P
Don't just assume because "your the mob" that you can get away with it. That's directed at the super pull morons...not the intelligent ones that actually do the job right.
PS: and for the record - I do what I can anyway...even if I die...I still blame the tank for being a dumbass.
-Npeh
Perhaps, but the sad fact is - content is not going to get any easier than 4-man dungeons. I mean, I personally try to be considerate and usually stick to double pulls in DF, I only do super pulls when I either bring the dps or healer (or the group asks, which is rare). But if a random healer or dps (or tank for that matter) can't even handle double-pulls, quite frankly they need to just uninstall. Easiest content in the game, maybe outside of guildhests lol. And I don't consider myself to have an elitist attitude or anything, it's just the facts.This is the part where the party starts intentionally hanging back and watching the tank die in a horrible death of foolishness....right?
Cause that's likely going to happen when enough of us get together to do something about it. :P
Don't just assume because "your the mob" that you can get away with it. That's directed at the super pull morons...not the intelligent ones that actually do the job right.
PS: and for the record - I do what I can anyway...even if I die...I still blame the tank for being a dumbass.
-Npeh
You're making these statements and yet I think you made the assumption that your definition of a double pull versus what we are talking about are entirely different.Perhaps, but the sad fact is - content is not going to get any easier than 4-man dungeons. I mean, I personally try to be considerate and usually stick to double pulls in DF, I only do super pulls when I either bring the dps or healer (or the group asks, which is rare). But if a random healer or dps (or tank for that matter) can't even handle double-pulls, quite frankly they need to just uninstall. Easiest content in the game, maybe outside of guildhests lol. And I don't consider myself to have an elitist attitude or anything, it's just the facts.
My definition of a "super pull" (negative context) is when they decide to stack mobs thick that happen to have very dangerous AOE's or multiple AOE's that stack DPS too high for anyone caught in the middle of the mess.
Each dungeon is different - Violet Tides ( of which I refer to as the Ruby Palace) has one section where one giant turtle sits there and the guy pulls the turtle up the stairs - I think this is bad because if one..just one guy gets stuck in the AOE in the middle of that brawl - instant KO....regardless of your stats.
This is just one example of stupidity I've seen. Granted I've seen many runs where people manage to get past it fine - but these are strangers..not people I know and trust.
And telling people to uninstall because of wanting to play it safe? Will cost you dearly - Mentality wise.
-Npeh
You're going to provide a little more context that...as I said....each dungeon is different....depends on where..what..and when.
-Neph
I agree with you, but IMO the dangerous one is pulling something like 4 Urolith + 3 Phoebad + 3 Dhara sentinels in the middle of Drowned Skalla - I've seen dps die way more often because average melee pugs dps cant avoid constant aoe barrages where the indicators are masked in between 3525 attack animations (disabling animation make it easier, but most people don't do that, I guess).My definition of a "super pull" (negative context) is when they decide to stack mobs thick that happen to have very dangerous AOE's or multiple AOE's that stack DPS too high for anyone caught in the middle of the mess.
Each dungeon is different - Violet Tides ( of which I refer to as the Ruby Palace) has one section where one giant turtle sits there and the guy pulls the turtle up the stairs - I think this is bad because if one..just one guy gets stuck in the AOE in the middle of that brawl - instant KO....regardless of your stats.
-Npeh
But that turtle flush ... is something they should be able to dodge in their sleep lol. I mean that turtle flush AoE is bigger than usual but it's slow casting thus it's really easy to dodge, unless people are watching netflix or have wooden PC/internet. I don't think I've ever seen anyone get hit ever/never noticed it as an issue the whole time I tanked/healed/dps that dungeon. Did this happen to your group often?
Oh yes...your example is dead on. Makes me sweat a few pounds. My poor Au Ra barely survives that.
The Turtle Flush you refer too? I got hit with it once accidentally - I call that "healer tunnel vision" I get so tied up with damage control I lose track of where i'm standing in the crowd. Naturally I adapted - however I've seen it happen at least twice - but I also go "ape _____ postal" on that target to prevent such things from happening in-spite of the tank. Generally I'll kick in the 20% buff cast speed and holy the ____ out of that turtle and anything standing near it. At least with stun - its not a major issue. Provided I roll a high enough hit on it. I pay for the cost if burning mana for holy spam - and I have to make sure I dont burn too much because 90% of the bloody time the tank just keeps running and not stopping for a breather.
The larger threat isn't so much people know to avoid it - its when you get baddies stacked on the turtle so much that you miss the telegraph and get nailed thinking its some other monster trying to take a shot at you. THAT's why i call it stupid.
Again for the record - I Do not hate super pulls - its pro when you have a team that knows what they are doing and no one need say anything - but in roulette - with random strangers - either we need to start communicating what we need/want or people need to be more aware and make less ASS-UMPTIONS.
-Neph
This is the pull I was thinking of earlier when I mentioned that, as a ninja, I feel like I just have to stand back and watch the caster do all the killing. If I try to get in the middle of all that, there's a good chance I end up dead, or at the very least I don't want to add extra stress on the healer to have to keep me alive on top of the tank to decided to pick up that many enemies.I agree with you, but IMO the dangerous one is pulling something like 4 Urolith + 3 Phoebad + 3 Dhara sentinels in the middle of Drowned Skalla - I've seen dps die way more often because average melee pugs dps cant avoid constant aoe barrages where the indicators are masked in between 3525 attack animations (disabling animation make it easier, but most people don't do that, I guess).
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