


Same could be said however to those who want to go slower, what you have to communicate is how you're going outside the norm either by being blazing fast or being slow as a snail


No, they are not bad players. These people may have specific reasons for not doing large pulls, as Vahlnir mentioned above. To be honest, I am surprised by your ultimatum position, which runs counter to common sense.
You want big pulls. Your tank doesn't make big pulls for some reason. Tell them about it instead of pulling as heal or dps. What is the problem?


Do. Not. Justify. Bad. Play.
These players who do not do large pulls are either bad or ignorant. If one can safely do large pulls (which is true in the lion's share of cases, and only not true if you have no idea what your buttons do), and yet one chooses to do small pulls, one is playing poorly. It's amazing that there are some in this community who want to continue to see bad play propagated throughout the game.
Wrong. The game mechanic must provide negative consequence for playing poorly. Otherwise, it's just a playstyle preference.
Exactly this. So long as the duty gets completed, there's no penalty, loss of rewards, etc., therefore it's not 'bad play'. It's just probably not time efficient, which matters to some people but not others.
This is not a universal negative.
There is a very vocal, and frankly bizarre subset pf the community who looks at anything less than absolutely the fastest clears possible as some sort of personal affront.
And then there's everyone else, who just want people to genuinely try, ask questions if they're confused about something, and get through the instance with a minimum of fuss and muss
Yeah, and if I sleep in an extra 20 minutes on the weekend, the negative consequence is that I'll have 20 minutes less of daytime to, uh, do daytime things. It does not, however, cost me my job, my education, my health, get me in legal trouble, etc.
There's no actual punishment for taking longer in a duty, as long as you finish it within the time it gives you. The only consequence to taking too long is running out of time and failing the duty, but that's like 90 minutes or something, and I've never in my entire time playing see a dungeon take the full duration.
Consider yourself lucky.
Once had a Keeper of the Lake run that ran out of time due to a first time healer who struggled mightily.
We were all supportive of her efforts (thus sticking out for the entire runtime) but for whatever reason, it just wasn't working out.
That's the thing though.
It was crystal clear that she was genuinely trying, so as painful as it was, I stuck it out and offered what help I could.
On the flip side, I have bailed on groups within the first 15 minutes as soon as it was clear that some of them were just screwing around
That's not a negative consequence in terms of game mechanic.
And sorry I couldn't reply to your other post earlier (at least, I think it was you) as the forum thinks I posted too many times.
But to answer that other question, if you can show someone how to improve (as opposed to simply telling them to improve) without being needlessly confrontational and/or insulting, then I don't consider that being toxic. For example, I've seen people simply say, "Please AOE." That's not toxic. I hope that clarifies it.
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