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  1. #131
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,991
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Joven View Post
    Don't know where you're pulling those numbers from, I can think of a certain place, but I've never had a run take 15-30 minutes longer just because the tank isn't multipulling.
    But they do, very often, take 10 minutes longer, as per the difference between 20 and 30, as above.

    30-20 = 10, not... your "two minutes", no?
    (11)

  2. #132
    Player
    Joven's Avatar
    Join Date
    Dec 2013
    Location
    The Otter Limits
    Posts
    1,385
    Character
    Jasmine Clayworth
    World
    Spriggan
    Main Class
    Blue Mage Lv 70
    Quote Originally Posted by Shurrikhan View Post
    But they do, very often, take 10 minutes longer, as per the difference between 20 and 30, as above.

    30-20 = 10, not... your "two minutes", no?
    It's called an exaggeration, but I guess that concept is lost on some people.
    (3)


    Gamers don't die, we just go AFK

    #ottergate

  3. #133
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,991
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Joven View Post
    It's called an exaggeration, but I guess that concept is lost on some people.
    Then why be offended by others' realistic estimates if your answer thereto relies on hyperbole?
    (11)
    Last edited by Shurrikhan; 08-02-2021 at 06:20 PM.

  4. #134
    Player
    Joven's Avatar
    Join Date
    Dec 2013
    Location
    The Otter Limits
    Posts
    1,385
    Character
    Jasmine Clayworth
    World
    Spriggan
    Main Class
    Blue Mage Lv 70
    Quote Originally Posted by Shurrikhan View Post
    Then why be offended by others' realistic estimates if your answer thereto relies on hyperbole?
    Because like I've said, I've never had a run take nearly that much longer just because the tank pulled slow. 5, *maybe* 10 minutes more, at most, but to say upwards to 30 minutes you'd have to be wiping on every other pull for that to be a "realistic" estimate.
    (3)


    Gamers don't die, we just go AFK

    #ottergate

  5. #135
    Player
    Yeol's Avatar
    Join Date
    Jan 2016
    Posts
    1,309
    Character
    Dr Yeol
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Joven View Post
    Because like I've said, I've never had a run take nearly that much longer just because the tank pulled slow. 5, *maybe* 10 minutes more, at most, but to say upwards to 30 minutes you'd have to be wiping on every other pull for that to be a "realistic" estimate.
    Each dungeon instance has a timer at the right starts with 90:00. By the time you finish the dungeon, subtract the remaining time and you get how long you've spent inside. You should get the numbers between 15-30. Maybe more if the group is really bad, maybe less if actually going for speedrunning. It also depends on the dungeon itself. Most dungeons don't need more than 20 minutes to be cleared. This is where 15-20-30 came from. It's a habit of mine to calculate
    (1)

  6. #136
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,991
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Joven View Post
    but to say upwards to 30 minutes you'd have to be wiping on every other pull for that to be a "realistic" estimate.
    Cool. Maybe that's why no one here has said that.

    Here are all the posts in this thread prior to yours that use any variant of the word "minute". Perhaps you could point out to me where anyone said that a run takes "30 minutes longer" because of a tank not multi-pulling?
    Quote Originally Posted by SavageCipher View Post
    the minute you click on "join" you subscribe to the holy trinity
    Quote Originally Posted by Liam_Harper View Post
    yet they insist on making them 10 minute zergs
    Quote Originally Posted by Skivvy View Post
    I get that we may be together for only 5 minutes (depending on content)
    Quote Originally Posted by Caurcas View Post
    About 16 minutes. Would've been faster if the tank wasn't griefing and hurling abuse.

    We've had someone imply that what would normally take 15 or 20 minutes would thereby probably turn into 20 or 30 minutes, respectively, which is quite literally "5, maybe 10 minutes more, at most." But the only mention of "30 minute(s)" is specifically in describing the deserter penalty.

    Meanwhile, you've gone from calling the difference between multipulling and not a matter of "0.2 minutes" to accusing others of exaggerative values they've never used??? That's... not a great look.
    (7)
    Last edited by Shurrikhan; 08-02-2021 at 11:12 PM.

  7. #137
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by SavageCipher View Post
    Yeah and that usually gets patched/Nerfed, it isn't the first time in an MMO that a class is OP, WoW had that problem with Paladins, and Death Knights, but again, it isn't the norm.
    I don't see it as a problem personally. Immortal DK's in WoW were some of the best fun in that game, especially since it took a really good player to pull it off. The average player just died and the only reason they nerfed them was because those average players got salty over it. Which was a mistake to listen to them. It made tanks appealing and rewarding to play.

    The problem isn't OP classes, it's underpowered dungeons. Experts hit like a wet noodle. Abilities like Nascent should be opportunities to justify more threatening damage.
    (6)

  8. #138
    Player
    Minarisweet's Avatar
    Join Date
    Jan 2021
    Posts
    376
    Character
    Ara Amai
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Tint View Post
    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.
    Unmend + provoke... Did tanks forget that they have aggro generating skills or something? I play healer and tank and prepull regen has only done me more good than bad.
    (6)

  9. #139
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,720
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Derby_Crash View Post
    Healers putting regen on the tank before a pull. Drives me insane every time before I can get the aggro on all the mobs.
    A good tank won't have any problem with this. I tank often and I EXPECT the regen. It's trivially simple to drag the monsters to me. It's baffling people think this is a big issue.
    (8)

  10. #140
    Player Goji1639's Avatar
    Join Date
    Jul 2019
    Posts
    1,284
    Character
    Father Gascoigne
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by ReynTime View Post
    A good tank won't have any problem with this. I tank often and I EXPECT the regen. It's trivially simple to drag the monsters to me. It's baffling people think this is a big issue.
    Problem is that a lot of healers will peel aggro and then just stand there like "umm... you lost aggro tank... get back here, do your job and get these off of me!"
    (1)

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