Except it's not 2 minutes longer it's 7~10.



Except it's not 2 minutes longer it's 7~10.
im baby




Thiiiis. So. Much. It's also why I just don't heal or tank dungeons anymore, only trials/raids. Amazing how many people don't see/ignore their own hypocrisy. I'll queue dungeons as dps, and I never pull for the tank. They can take what they want, big or small, and I'll just press my buttons over here.
It's really not. Not unless people are literally just standing there, picking their noses for minutes at a time.
Last edited by Mirhd; 03-30-2021 at 02:46 PM. Reason: spelling



It very much is, and most dungeons have players picking their noses during pulls. People don't realize just how fast a dungeon can be until they themselves perform great and get put in a group that performs just as good. If a dungeon can be done in 10 minutes, why make it 18?
im baby





I'm all for fast, smooth dungeon runs. However, I would rather have a group that is slow and steady but ultimately finishes the race instead of a group that tries to go faster than they are capable of and results in multiple wipes, which wastes more time than the tank pulling slower. At the end of the day, only the healer and/or tank know their own capabilities. It is not my or anyone else's place to force them to go faster. They could be confronted about it, which they would be free to comply or not comply. Then it becomes a choice of either sucking it up, leaving or kicking the "problem" members. The last 2 could waste even more time if a disagreement is had. Sure, they could be kicked, but that's a bit of a jerk move...and also wastes more time than needed. In an attempt to get a faster tank, they most likely wasted at least 1-2 minutes trying to replace them, and that's after trying to get them to go faster which probably took a minute or two to sort out. So...that 5 minutes extra (seriously, it rarely takes longer than that with a slow tank) just turned into 6-7, if not more.It very much is, and most dungeons have players picking their noses during pulls. People don't realize just how fast a dungeon can be until they themselves perform great and get put in a group that performs just as good. If a dungeon can be done in 10 minutes, why make it 18?



There's also the fun factorI'm all for fast, smooth dungeon runs. However, I would rather have a group that is slow and steady but ultimately finishes the race instead of a group that tries to go faster than they are capable of and results in multiple wipes, which wastes more time than the tank pulling slower. At the end of the day, only the healer and/or tank know their own capabilities. It is not my or anyone else's place to force them to go faster. They could be confronted about it, which they would be free to comply or not comply. Then it becomes a choice of either sucking it up, leaving or kicking the "problem" members. The last 2 could waste even more time if a disagreement is had. Sure, they could be kicked, but that's a bit of a jerk move...and also wastes more time than needed. In an attempt to get a faster tank, they most likely wasted at least 1-2 minutes trying to replace them, and that's after trying to get them to go faster which probably took a minute or two to sort out. So...that 5 minutes extra (seriously, it rarely takes longer than that with a slow tank) just turned into 6-7, if not more.
AOEing 3 mobs instead of 8 isn't fun
Pressing literally nothing but art of war isn't fun
And I'm not about to do that for 17 minutes when I could land more satisfying AoEs or use more of my kit as a healer for 11 minutes
It could also be faster to kick a slow tank, single pull without a tank until one rejoins (it's usually rather fast, I always get a new tank in less than one pull personally), then finish with normal pulls.
im baby




It very much isn't. I won't say you haven't had super slow groups, as I'm sure that's happened at some point, but acting as if that's the norm/common is just willfully dishonest. Pulling two groups or w/e at a time doesn't result in a super slow run unless no one is using aoe... and I can count the number of times I've seen that on one hand.It very much is, and most dungeons have players picking their noses during pulls. People don't realize just how fast a dungeon can be until they themselves perform great and get put in a group that performs just as good. If a dungeon can be done in 10 minutes, why make it 18?
I've noticed people on this forum tend to exaggerate things heavily, and it's almost always extremes with some people. Even my own weird experiences I've mentioned in the duty finder thread are a small, small number of runs I've had, hardly the norm. But sure, keep insisting 5 extra minutes (if even that. certainly not 10, for crying out loud) is the end of the world.
I will say this farming these tomes for the event has put into perspective how slow and annoying single pull tanks are and just how strong heals can be in certain content.
Either way this event has shown me the darker side of tanks and how petty they can be. I have had tanks that do not grab aggro if you pull extra mobs, if you pull the boss they stand around.
I have had healers that complain about pull size even though they can keep the tank alive.
I get they could be new uncomfortable etc . . . Still





They may have had to use every CD they had doing it. If they were commenting on pull size, it sounds like they had struggles. If they used all CDs, they're not going to have anything for the next big pull, so it's mostly likely a pace they can handle one time but not something they can maintain. If I'm pulling out the Cure IIs because everything else is down, I'm definitely asking that group to dial the pulls back.
Oh dear, healers actually using all their cooldowns. How dare.They may have had to use every CD they had doing it. If they were commenting on pull size, it sounds like they had struggles. If they used all CDs, they're not going to have anything for the next big pull, so it's mostly likely a pace they can handle one time but not something they can maintain. If I'm pulling out the Cure IIs because everything else is down, I'm definitely asking that group to dial the pulls back.
Should have added more I am a healer so I also know when a healer has to blow everything to keep a tank alive. Though even as a healer if the tank is a paper tank not using cooldowns outside a few dungeons it is still is fairly easy to do damage and keep the tank alive. Sure cooldowns are nice but yeah.They may have had to use every CD they had doing it. If they were commenting on pull size, it sounds like they had struggles. If they used all CDs, they're not going to have anything for the next big pull, so it's mostly likely a pace they can handle one time but not something they can maintain. If I'm pulling out the Cure IIs because everything else is down, I'm definitely asking that group to dial the pulls back.
Even with gcd usage if your dps is on point it is still easier to do larger pulls and even in those cases I still find the time to get off damage spells as whm.
Last edited by Awha; 04-03-2021 at 09:12 PM.
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