That may work fine for coordinated savage/extreme runs, but I think most people’s complaints come from this tactic in dungeon runs too. Runs that are almost completely uncoordinated and where there’s usually very little communication. People don’t like having low hp and seeing a healer still casting dps spells. Is it really so hard to keep a group around 75% hp for that comfy feeling vs keeping them at like 9.6782% so they just barely don’t die to the next unavoidable damage? A living party member does more damage than whatever 1-2 more spells the healer would have gotten off.
It’s getting pretty annoying how much people are trying to optimize the fun out of the game.


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