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?



Gamers don't die, we just go AFK
#ottergate



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.
Gamers don't die, we just go AFK
#ottergate
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![]()
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?
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.
Last edited by Shurrikhan; 08-02-2021 at 11:12 PM.
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.
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.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.



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!"
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