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  1. #1
    Player
    RajNish's Avatar
    Join Date
    Dec 2019
    Location
    Limsa Lominsa
    Posts
    373
    Character
    Asha Dakwhil
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Barraind View Post
    It is absolutely the standard.

    Also, your trust healer can keep you up through long pulls, but you'll die of boredom because the dps dont AE, because they're pants on head awful.
    I like big pulls as a healer and as a tank, but I also like common sense. There is no point in making big pulls where other players obviously can't handle it. You will spend more time trying to fix this mistake, trying to do at least something with mobs. And, please, do not tell me: "So you do not know your work well enough". Situations and random groups can be completely different. And I won’t force the healer or the DPS or the tank to make large pulls if they are uncomfortable with it. Even if someone said that this is the "standard". Honestly, I was very sad to see how some "mentors" literally force newcomers to do what they consider standard, regardless of their capabilities or their comfort and I don’t understand how long someone should meet someone’s invented "standards", even though he/she came just to play and have a good time.
    (3)

  2. #2
    Player
    Lastelli's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    937
    Character
    Lastelli Sungsem
    World
    Ragnarok
    Main Class
    Monk Lv 90
    Quote Originally Posted by RajNish View Post
    I like big pulls as a healer and as a tank, but I also like common sense. There is no point in making big pulls where other players obviously can't handle it.
    You make it seem like big pulls are hard...

    Tanks aoe aggro generation is comically op and only requires the tank to spam a 2 hit combo. The healer can keep the tank alive just doing cure 2 and most dps have a simple 2-3 step aoe combo.

    Most people learn this by level 30. That's why wall-to-wall pulls are the standard. Honestly, I don't even remember the last time I was in a party where the tank didn't do big pulls.

    At this point, you're just trying to find excuses for players that don't read tooltips.
    (1)

  3. #3
    Player
    Lersayil's Avatar
    Join Date
    Jan 2019
    Posts
    568
    Character
    Lhei Amariyo
    World
    Lich
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Lastelli View Post
    You make it seem like big pulls are hard...

    Tanks aoe aggro generation is comically op and only requires the tank to spam a 2 hit combo. The healer can keep the tank alive just doing cure 2 and most dps have a simple 2-3 step aoe combo.

    Most people learn this by level 30. That's why wall-to-wall pulls are the standard. Honestly, I don't even remember the last time I was in a party where the tank didn't do big pulls.

    At this point, you're just trying to find excuses for players that don't read tooltips.
    You would think so, but I still see some potatoes in 60+ content (not to mention 80 dungeons) that refuse to use aoe skills, tank cd's or just spams physick non stop. Wall-to-wall is the standard, but there are times (more often than I'd prefer) when party members fail to live up to it.
    (1)

  4. #4
    Player
    RajNish's Avatar
    Join Date
    Dec 2019
    Location
    Limsa Lominsa
    Posts
    373
    Character
    Asha Dakwhil
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Lastelli View Post
    You make it seem like big pulls are hard...
    At this point, you're just trying to find excuses for players that don't read tooltips.
    No, I'm just telling about the difference in situations and the ability to adapt, instead of blindly following the "standard". Here is an example. Holminster Switch. This is not a difficult dungeon, mobs there are just fat, but in my group there were two first timers: a WHM and SAM. The WHM did well, but panicked. The SAM had problems with rotation. Dancer tried very hard to be effective, but his efforts were clearly not enough. These people were not so bad or lazy. But for many reasons, they could not do everything as a group of experienced players would. Okay, it's really not a problem. I made small pulls to not to stress people, especially WHM, because the damage of the group was very small. An extra five or ten minutes will not change anything.
    (4)

  5. #5
    Player
    Lastelli's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    937
    Character
    Lastelli Sungsem
    World
    Ragnarok
    Main Class
    Monk Lv 90
    Quote Originally Posted by RajNish View Post
    No, I'm just telling about the difference in situations and the ability to adapt, instead of blindly following the "standard". Here is an example. Holminster Switch. This is not a difficult dungeon, mobs there are just fat, but in my group there were two first timers: a WHM and SAM. The WHM did well, but panicked. The SAM had problems with rotation. Dancer tried very hard to be effective, but his efforts were clearly not enough. These people were not so bad or lazy. But for many reasons, they could not do everything as a group of experienced players would. Okay, it's really not a problem. I made small pulls to not to stress people, especially WHM, because the damage of the group was very small. An extra five or ten minutes will not change anything.
    The reason why wall-to-wall is the standard is that most players can blindly follow it and be successful. You're just describing a bad run. You said it yourself, the damage was very low. The dps were bad, period. No amount of sugarcoating will change that. DPS literally have one job: do their aoe rotation. That's easy. You're just adapting to a bad group, not to a different situation. But a standard is not determined by the lowest common denominator.
    (1)

  6. #6
    Player
    RajNish's Avatar
    Join Date
    Dec 2019
    Location
    Limsa Lominsa
    Posts
    373
    Character
    Asha Dakwhil
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Lastelli View Post
    The reason why wall-to-wall is the standard is that most players can blindly follow it and be successful. You're just describing a bad run. You said it yourself, the damage was very low. The dps were bad, period. No amount of sugarcoating will change that. DPS literally have one job: do their aoe rotation. That's easy. You're just adapting to a bad group, not to a different situation. But a standard is not determined by the lowest common denominator.
    A group of first timers is not an equally bad group. Plus, you cannot make people act the way you want. For different reasons. After a few runs, these guys can be very good, they simply do not know the dungeon, and someone is able to improve their knowledge of the job. You can meet any group, and the only standard here is to analyze and proceed from what you have. In summary, even if I like big pulls and I think they are acceptable to myself, I will not force others to do as I like, this is the main thing I wanted to say.
    (3)

  7. #7
    Player
    Lastelli's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    937
    Character
    Lastelli Sungsem
    World
    Ragnarok
    Main Class
    Monk Lv 90
    Quote Originally Posted by RajNish View Post
    After a few runs, these guys can be very good, they simply do not know the dungeon, and someone is able to improve their knowledge of the job.
    Hollow excuses, and you know it. Dungeons are always the same: corridors connecting round boss arenas. There's nothing new to learn aside from the bosses' mechanics. Trash mobs, in particular, are always the same. Once in a while you may have a weird aoe, but that's the most unexpected thing that might happen, and even then it's not hard at all to dodge it while doing your aoe rotation.

    And also the point here is not forcing others to play in a certain way. It's that there's a undisputed better way to play, both from a difficulty (big pulls are easy and aoe rotations are actually easier than single target rotations) and from a time efficiency (wall-to-wall pulls allow you to save around 10 minutes per dungeon) point of view, provided the party has a modicum of competence.

    If a party is not able to manage that, it's a bad party, plain and simple. It means that 3 or all party members do not understand some of the fundamental mechanics of the game's combat system itself or how their jobs work. And if this happens in a lvl 71 dungeons, it's very concerning. And when that happens, players should be encouraged to step up, not be told that they'e fine because big pulls are something that only elite players do (which is obviously false).
    (3)

  8. #8
    Player
    SoranRigel's Avatar
    Join Date
    Aug 2019
    Location
    Sharlayan
    Posts
    101
    Character
    Soran Rigel
    World
    Spriggan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Lastelli View Post
    And also the point here is not forcing others to play in a certain way. It's that there's a undisputed better way to play, both from a difficulty (big pulls are easy and aoe rotations are actually easier than single target rotations) and from a time efficiency (wall-to-wall pulls allow you to save around 10 minutes per dungeon) point of view, provided the party has a modicum of competence.

    If a party is not able to manage that, it's a bad party, plain and simple.
    Quote Originally Posted by SoranRigel View Post
    I am inexpressibly pleased with people who over and over again carry out the same (and, apparently, the only known to them) strategy, not paying attention to the changed realities and context.
    And this is a good example of game egoism...
    If the party, in your opinion, is not competent enough, do you intend to drop them again and again, taking big pulls of mobs from wall to wall?
    This is the "only correct tactic" I see quite often.
    (2)
    Last edited by SoranRigel; 02-10-2020 at 09:41 PM.
    Knauleche seikis no man

  9. #9
    Player
    RajNish's Avatar
    Join Date
    Dec 2019
    Location
    Limsa Lominsa
    Posts
    373
    Character
    Asha Dakwhil
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Lastelli View Post
    Hollow excuses, and you know it. Dungeons are always the same: corridors connecting round boss arenas. There's nothing new to learn aside from the bosses' mechanics. Trash mobs, in particular, are always the same. Once in a while you may have a weird aoe, but that's the most unexpected thing that might happen, and even then it's not hard at all to dodge it while doing your aoe rotation.

    And also the point here is not forcing others to play in a certain way. It's that there's a undisputed better way to play, both from a difficulty (big pulls are easy and aoe rotations are actually easier than single target rotations) and from a time efficiency (wall-to-wall pulls allow you to save around 10 minutes per dungeon) point of view, provided the party has a modicum of competence.

    If a party is not able to manage that, it's a bad party, plain and simple. It means that 3 or all party members do not understand some of the fundamental mechanics of the game's combat system itself or how their jobs work. And if this happens in a lvl 71 dungeons, it's very concerning. And when that happens, players should be encouraged to step up, not be told that they'e fine because big pulls are something that only elite players do (which is obviously false).
    I do not need the excuses, and you know it. You do not know, why the player is "bad". Lazy, does not know rotation, just confused or something else. Therefore, since we playing for pleasure, and not work or weave someone’s whims, we have to find a compromise.
    (3)

  10. #10
    Player
    Mahoukenshi's Avatar
    Join Date
    Jul 2019
    Location
    Gridania
    Posts
    363
    Character
    Altina Schwarzer
    World
    Twintania
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Lastelli View Post
    Hollow excuses, and you know it. Dungeons are always the same: corridors connecting round boss arenas. There's nothing new to learn aside from the bosses' mechanics. Trash mobs, in particular, are always the same. Once in a while you may have a weird aoe, but that's the most unexpected thing that might happen, and even then it's not hard at all to dodge it while doing your aoe rotation.

    And also the point here is not forcing others to play in a certain way. It's that there's a undisputed better way to play, both from a difficulty (big pulls are easy and aoe rotations are actually easier than single target rotations) and from a time efficiency (wall-to-wall pulls allow you to save around 10 minutes per dungeon) point of view, provided the party has a modicum of competence.

    If a party is not able to manage that, it's a bad party, plain and simple. It means that 3 or all party members do not understand some of the fundamental mechanics of the game's combat system itself or how their jobs work. And if this happens in a lvl 71 dungeons, it's very concerning. And when that happens, players should be encouraged to step up, not be told that they'e fine because big pulls are something that only elite players do (which is obviously false).
    Tryharding 101: How to talk like a totally elite bad@ss player in an MMO, written by Lastelli. Now in your local bookstore or in e-book format.
    (0)
    Just a proud bad-skilked player

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