Aren't they pulling more than the tank wants to to essentially teach *them* a lesson? Specifically in how they think the dungeon should be tanked?Except the context is different. They're pulling to speed up the run and have no intention of causing a wipe whereas you refusing to pull off them is entirely out of pettiness while knowing full well said pettiness can lead to a wipe.
Even if you subscribe to the belief pulling for the tank is rude. Allowing the party to potential wipe so you can "teach them a lesson" is far worse.
Agreed. Also, it'd have to be clear they went and pulled, instead of just accidentally positioned wrong and drew aggro.
But if the tank doesn't want to tank more and that has been made clear, then "you spank it, you tank it" is perfectly valid.
Interesting thing about you spank it, you tank it. What if the healer makes the choice to heal the one who pulled and gets aggro? I ran into a tank that pulled the tank it, you spank it card on a drg that pulled extra mobs. I was healing, and I do not like the idea of just letting someone die if I can help them. The tank stood their ground after the initial pack of mobs the tank pulled were dead. I ended up tanking the rest as the healer. I get what the tank was trying to do, but in the end their action made my job objectively harder then it would have been if they had just got aggro on the extra pack of mobs. Since I had to juggle between the two sources since I already started to heal the DPS.
I get the mindset behind it, but unless the rest of the group is on board with the tank it really does make life harder for everyone else.
Speaking as someone who mains a healer, if healing someone else will kill you then don't heal them. Let them die and you can res them. It's a pretty good rule to have in general. A healer dying can quickly doom the group to wipe. A dead dps can be ressed.Interesting thing about you spank it, you tank it. What if the healer makes the choice to heal the one who pulled and gets aggro? I ran into a tank that pulled the tank it, you spank it card on a drg that pulled extra mobs. I was healing, and I do not like the idea of just letting someone die if I can help them. The tank stood their ground after the initial pack of mobs the tank pulled were dead. I ended up tanking the rest as the healer. I get what the tank was trying to do, but in the end their action made my job objectively harder then it would have been if they had just got aggro on the extra pack of mobs. Since I had to juggle between the two sources since I already started to heal the DPS.
I get the mindset behind it, but unless the rest of the group is on board with the tank it really does make life harder for everyone else.
True, though not like an extra pack of mobs would be enough to kill me as a healer unless I stopped casting, just made my role harder because the tank refused to get aggro even after the mobs started to attack me. That is my issue with you spank it, you tank it. Just like pulling for someone else is rude, if the tank does not know if the rest of the group is on the same page it just creates a even further headache then if they had just took aggro off the person that pulled extra mobs.
Sure in the grand scheme it was not wipe threatening in this case, and I get it is a weird dynamic to be the tanks actions did make my job as a healer objectively more difficult because they refused to get aggro off someone to teach them a lesson. I get the drg was doing the same, but if we weigh out which one has greater overall impact on the group. One could say him not taking aggro factually inconvenienced two other people in this case because I made the choice to heal the DPS.
Granted their actions would have been neutral if I did not help, but since I had no clue that was their intent the tank I did heal the dps.
If the healer decided to fold, I'd protect them. I'd even deal with the extra mobs the other player brought in without this hypothetical healer pulling aggro --- just after the stuff I was already dealing with was dead.Interesting thing about you spank it, you tank it. What if the healer makes the choice to heal the one who pulled and gets aggro? I ran into a tank that pulled the tank it, you spank it card on a drg that pulled extra mobs. I was healing, and I do not like the idea of just letting someone die if I can help them. The tank stood their ground after the initial pack of mobs the tank pulled were dead. I ended up tanking the rest as the healer. I get what the tank was trying to do, but in the end their action made my job objectively harder then it would have been if they had just got aggro on the extra pack of mobs. Since I had to juggle between the two sources since I already started to heal the DPS.
I get the mindset behind it, but unless the rest of the group is on board with the tank it really does make life harder for everyone else.
And sometimes, I fold and enable this behavior by just tanking the stuff anyway. It really depends on just how rude the person is being about it and how annoyed I am vs how much I want the dungeon to just be over. They're still wrong to do it, though.
I know I can handle most wall-to-wall pulls. I'll do them if I feel like it and/or people ask me. But that's now. I wasn't always good or confident enough in tanking to do that, and unsolicited prodding from other people about it could be mildly annoying. People taking it upon themselves to pull for me without asking was very annoying.
If its duty finder, you should live with pacing yourself to the lowest common denominator, the weakest link in the rando group chain. Cus that's what you are signing up for. Low skill can't throttle up, but high skill can throttle down. And should, even in dailies, if it becomes apparent that you have others who want to be slower than you in a party. You want to control the pace, your options are: 1) ask politely while being prepared for the answer to maybe be no, 2) queue as tank and check with your healer, 3) preform a party with other speed-minded individuals, 4) do trusts. "pull things in without asking cus the tank is going too slow" isn't really one of the above. You might get a group that won't complain, especially if it works, but you might also piss off your team and be left to fend for yourself and that's the risk you take trying to hotdog it. /shrug
That's cus single pulling is justifiable, if that's what that player can manage. If only half a wall-to-wall is all they want to do, they can also do that.
You don't like it, say so, get another group, or queue as tank yourself. Be the tank you want to see.
Last edited by Alleluia; 08-07-2020 at 02:23 PM.
I tank my roulettes 90% of the time. My experience doing so is exactly why I find it laughable that people are trying to justify single-pulling endgame instances.
The level of execution needed on the tanks part to do big pulls legitimately boils down to pressing 3 buttons. I choose to believe most people are capable of doing that.
I can't even think of the last time I was forced to single-pull in an endgame roulette. Happens in leveling dungeons sometimes though, and it's almost always because of low DPS in Holminster or Dohn Mehg >.>;
Then, congrats. You aren't who I'm talking about when I say "That's cus single pulling is justifiable, if that's what that player can manage.". Other people are.I tank my roulettes 90% of the time. My experience doing so is exactly why I find it laughable that people are trying to justify single-pulling endgame instances.
The level of execution needed on the tanks part to do big pulls legitimately boils down to pressing 3 buttons. I choose to believe most people are capable of doing that.
I can't even think of the last time I was forced to single-pull in an endgame roulette. Happens in leveling dungeons sometimes though, and it's almost always because of low DPS in Holminster or Dohn Mehg >.>;
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