I have an idea.
Instead of toggle this off and toggle that off, why not just give us a button wich replaces the current party with our beloved trust NPCs?
Please tell me you were laughing while typing that, because I was while reading it and even imagined doing that. My heart is pure but I have ebil thoughts like anyone else.
"This group is pissing me off.."
*pushes button*
Xxx was removed from the duty
Xxx was removed from the duty
Xxx was removed from the duty
Looool Im so on a rapid bullet train straight to hell, no stops, and derails at the end for good measure.
Oh no, Blacklist?! But we're still best friends right... Still gonna hang out?
Also, I wouldn't let the whole team die; just the healer. I will report people who intentionally do rude and inconsiderate things, though; but they'd probably only get banned if they had a history of being jerks, which they probably do.
Intentionally letting a healer die is rude and inconsiderate because you got your feelings hurt.
Also, no. I'd never have been friends with you. You're very whiny and thin skinned. You genuinely made a thread on the forums as some sort of therapy. I think we're different age groups, son. I can't be friends with someone that needs to show ID to get into a pub.
This is not really true: https://www.youtube.com/watch?v=h2AhaGYoeIE (apologies for the audio it recorded my fc mates but not me)
This is doma castle, notorious for being a hard dungeon for new/ undergeared player, with large pulls (some exceptions like the giant but mostly wall/ double pulling) with the entire party at minimum item level. Through good tank and healer play the tank lived and the healer maintained more damage spell uptime than healing spell. In a case where everyone isn't at minimum item level theres no excuse not to pull big anything past arr leveling content (even then most of that is a joke too).
Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"
We're all aware that player perfomance is just as important if not moreso, as gear. Addressing ilevel is just putting it politely.This is not really true: https://www.youtube.com/watch?v=h2AhaGYoeIE (apologies for the audio it recorded my fc mates but not me)
This is doma castle, notorious for being a hard dungeon for new/ undergeared player, with large pulls (some exceptions like the giant but mostly wall/ double pulling) with the entire party at minimum item level. Through good tank and healer play the tank lived and the healer maintained more damage spell uptime than healing spell. In a case where everyone isn't at minimum item level theres no excuse not to pull big anything past arr leveling content (even then most of that is a joke too).
You can't control your tank, so if they're not hitting their cooldowns at the right time, or don't know how to, I wouldn't be pushing them to pull more.
Also, ilevel isn't such a good metric to go by these days as it's an average.
You could be in all i255 gear, the minimum ilevel of Doma Castle.
Or you could be in i200 gear on your left and i330 on the right. You'd still meet the ilevel, but your stats would be far worse, Vitality in particular.
Any moderately geared healer can heal a mass pulling tank using no cooldowns, healing is ridiculously powerful in this game all you do is trade some holy's for some cure 2s and youre sorted, if the healer is rescuing you ahead that means they know they can probably handle it even with an absolute pleb of a tank.We're all aware that player perfomance is just as important if not moreso, as gear. Addressing ilevel is just putting it politely.
You can't control your tank, so if they're not hitting their cooldowns at the right time, or don't know how to, I wouldn't be pushing them to pull more.
Also, ilevel isn't such a good metric to go by these days as it's an average.
You could be in all i255 gear, the minimum ilevel of Doma Castle.
Or you could be in i200 gear on your left and i330 on the right. You'd still meet the ilevel, but your stats would be far worse, Vitality in particular.
Also on you're ilvl example at that point I'd be giving them an explanation then a vote kick, updating your gear is common sense, but also the examples ive had where something like this happens i can count on one hand, the majority of the time they are in the correct gear bracket for the dungeon, and even if they are undergeared there will more likely than not be others who are overgeared.
Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"
That will never fly, and might as well delete the skill if they did this.
If players really don't want to be rescued, then what is really going to decrease the chance of it happening is doing the mechanics. If you go into a fight for the first time or are still learning it, don't be surprised if the healer pulls you into their bosom. Players need to understand that the majority of the time, the healer's intentions are good when they rescue you. They are not trying to spite you, or jackup your rotation. They want you to live and they are trying to take care of you.
Being rescued should be a small detriment to a seasoned DPS player who deals with breaks in their rotation all the time because this is what bosses do so the 95% or higher of the damage you cause to dummies isn't so easily transitioned into an actual fight.
Trust me folks, this skill isn't going anywhere, nor will players be given an option to negate it.
So umh, i've started playing a month ago, main healer at the moment and i always use rescue if i see the tank not pulling enough even if they are barely taking any damage. here are my reasons
1) i don't think it's toxic, we are a team, i'm telling you there are more mobs to grab if i'm doing it, trust me! (example: the great gubal library dungeon just before the final boss, some tanks don't pull under the stairs but they stop before, that's where i rescue...)
2) faster dungeon, let's use the team Aoe damage!
3) i've never played tank but getting enemy aggro doesn't seem really hard so i don't think it's a problem?
i always say i prefer big pulls at the start of dungeon, i don't really think it's up to the tank because it's all about how fast the dps can kill the adds while the healer keeps the tank up.
also rescue is such a cool skill to save people first timing boss mechanics in dungeons or raids
Last edited by BunYulia; 06-16-2020 at 09:47 PM.
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