It's not as big of a deal these days, but back during ARR and HW, it could cause quite a bit of problems. At times it was harder to hold aggro back from that Regen in those days (which is why aggro dropping through Shroud of Saints was a big thing for WHM).
Tanks that pull wall to wall and not hit all the mobs. The healer uses heal on them all the mobs charge the and kill them.
Sure it's not hard to get the aggro back. But it's time lost. Instead of a fast and proper pull you waste your first GCD because the mobs run to the healer instead of you, so you don't hit all of them. Then you have to run back to the healer, do another AoE, and another one or else the dps will pull aggro off while you run to the next pack.
This does not only slow the run down, you also eat a lot more damage as a tank, so the healer actually has to heal more instead of less (thanks to the regen). Ideally you use sprint to run to the next pack, avoiding auto attacks with our speed. But instead you have to drag the enemys back and forth and get hit a lot.
It’s a good thing not to answer your enemies. I scarcely ever do. Perhaps Emily is more like me than I am like myself. Perhaps she would rather not answer her friends, even. She keeps it all in her heart.
That's nice and all save for the fact that aggro "management" is the most braindead it's ever been. The days of hoping to God that your casters (and white mage with it's massive enmity generation) hit Lucid Dreaming before they overtake you on the aggro list are gone, you no longer have to worry about melee/ranged DPS not activating diversion before launching their openers and snatching the boss's attention from you, Ninja doesn't have access to it's aggro manipulating abilities Shadewalker and Smokescreen, and tanks no longer have to worry about staying in their offensive stance over their defensive stance to eke out more damage. In fact, tanks generate roughly 10 times as much aggro as they used to the point that a single aoe is enough to grab any trash mob's attention, no thinking involved. Tank stance doesn't even incur a damage penalty anymore.The only reason why I say this is simple. If the tank isn't holding it, aggro is all over the place and the healer is struggling. Too much gets on the healer, the healer dies, and then the party dies. Like it or not the tank DOES control the flow. Though to be honest the healer does as well, a good healer can basically drag the party over the "Duty Complete" line kicking and screaming. I have a problem with people dragging more than I'm pulling or what the tank is pulling, especially considering if asked in advance, "Small or Big pulls?" If I get an answer of "Small" as a tank or I give that answer as a healer (usually because I'm lagging) and you're doing that, then I will show you no mercy, the answer was already given.
Quit trying to take this high and mighty approach when your only job is to get punched in the face by monsters you glorified meat shield.
Two good DPS and a good healer can deal with a tank that is not performing well. A good tank can deal with big pulls if decent dps even if the healer is performing up to snuff. The pace is set by the group, not just a tank or a healer.The only reason why I say this is simple. If the tank isn't holding it, aggro is all over the place and the healer is struggling. Too much gets on the healer, the healer dies, and then the party dies. Like it or not the tank DOES control the flow. Though to be honest the healer does as well, a good healer can basically drag the party over the "Duty Complete" line kicking and screaming. I have a problem with people dragging more than I'm pulling or what the tank is pulling, especially considering if asked in advance, "Small or Big pulls?" If I get an answer of "Small" as a tank or I give that answer as a healer (usually because I'm lagging) and you're doing that, then I will show you no mercy, the answer was already given.
The "gogogo" rush mentality, must wall to wall pull where rescuing the tank and dps pulling mobs is perfectly fine annoys me.
What annoys me more though is that it's understandable. Roulettes are just a daily chore, dungeons are mindlessly simple, dps or healers won't die if they pull mobs, so you can understand why people just want in and out as fast as possible. That's what irks me. How the design of dungeons has lead to this.
Dungeons are a massive waste of developer resources. They're visually amazing and must have countless hours of Dev work poured into them, yet they insist on making them 10 minute zergs that people don't even enjoy and just want to be done and over with. In terms of gameplay, dungeons just aren't good in this game and that's by choice. It's a shame.
Except dungeons are the most efficient way to level, and the only option for tomes worth doing if I don't feel like spamming hunts. I also don't mind dungeons but pulling only three mobs makes incredibly boring, especially on a tank or healer where I'm basically a gimped DPS. On a healer, I'll actually have to heal big pulls. One pack? I rarely even need Regen, let alone anything else.
Liam essentially addresses it above. The rush mentality is a result of how pathetically weak dungeons are. If mobs had actual teeth, you'd never see DPS pull because they'd actually die. Look no further than Deep Dungeon. Those mobs will nearly one-shot DPS and healers at the higher levels. Additionally, some demand actual thought in the form of crowd control or being a priority target.
Last edited by ForteNightshade; 08-02-2021 at 07:07 AM.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
I thought they had increased mob damage when Shadowbringers released? Either way it seems like a disservice to the party to enter with an "ugh, let's just get this over with" mentality.Except dungeons are the most efficient way to level, and the only option for tomes worth doing if I don't feel like spamming hunts. I also don't mind dungeons but pulling only three mobs makes incredibly boring, especially on a tank or healer where I'm basically a gimped DPS. On a healer, I'll actually have to heal big pulls. One pack? I rarely even need Regen, let alone anything else.
Liam essentially addresses it above. The rush mentality is a result of how pathetically weak dungeons are. If mobs had actual teeth, you'd never see DPS pull because they'd actually die. Look no further than Deep Dungeon. Those mobs will nearly one-shot DPS and healers at the higher levels. Additionally, some demand actual thought in the form of crowd control or being a priority target.
Gamers don't die, we just go AFK
#ottergate
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