When you have a tank who can't handle them or dps who can't burn them down, you feel the "sheer euphoria" of the entire party dying instead of clearing.
Dying isn't the end of the world, it honestly makes the feeling of clearing it even stronger. Never be afraid to wipe!
I'm never afraid to wipe, but when a tank does the same big pull three times and wipes everyone, the party can't progress and the dungeon comes to a halt. That's when the ability to reassess and adjust comes into play. But tanks are resistant to do that because they've been conditioned that they always have to pull the maximum size and can't ever pull anything less. Those types of extremes in thinking just don't work in PUG situations.
I've seen the massive first pull to the boss in Mt Gulg be done in a PUG situation where the tank was lv 79 while the rest of us were 80. We wiped three times but we still did it, because that absolute unit of a tank kept going and never gave up on that pull. We all believed in that pull, we all achieved that pull and let me tell you it felt absolutely amazing.I'm never afraid to wipe, but when a tank does the same big pull three times and wipes everyone, the party can't progress and the dungeon comes to a halt. That's when the ability to reassess and adjust comes into play. But tanks are resistant to do that because they've been conditioned that they always have to pull the maximum size and can't ever pull anything less. Those types of extremes in thinking just don't work in PUG situations.
Try to have some faith in your parties instead of worrying so much about the dungeon halting, live a little!
Big pulls that make you wipe three times is just as bad as single pull runs. The idea of big pulls is to make the run go faster if the party wipes to a pull like that then it's time to reassess otherwise it's just a waste of time. 3 wipes just sounds painful. It's not about living a little its about respecting what everyone wants in the party.I've seen the massive first pull to the boss in Mt Gulg be done in a PUG situation where the tank was lv 79 while the rest of us were 80. We wiped three times but we still did it, because that absolute unit of a tank kept going and never gave up on that pull. We all believed in that pull, we all achieved that pull and let me tell you it felt absolutely amazing.
Try to have some faith in your parties instead of worrying so much about the dungeon halting, live a little!
Sounds like what everyone wanted in that party was for that tank to succeed at that pull.Big pulls that make you wipe three times is just as bad as single pull runs. The idea of big pulls is to make the run go faster if the party wipes to a pull like that then it's time to reassess otherwise it's just a waste of time. 3 wipes just sounds painful. It's not about living a little its about respecting what everyone wants in the party.
"The idea of big pulls" is to have fun. Consequently they are also faster than single pulls.Big pulls that make you wipe three times is just as bad as single pull runs. The idea of big pulls is to make the run go faster if the party wipes to a pull like that then it's time to reassess otherwise it's just a waste of time. 3 wipes just sounds painful. It's not about living a little its about respecting what everyone wants in the party.
Nothing more fun than overcoming something in real time with other people.
Originally Posted by Someone
Just because other players play the game. Does not mean you got to be mindful, or careOriginally Posted by Someone 2
The problem ISN'T healers rotation is busted or boring...
Not to be cynical, but if I'm in a pug group I'm not there for a challenge or to have to dedicate a bunch of effort and faith into pressing through something there's absolutely no need to press through. I'd rather split the pull in half than waste a bunch of time dying and running back unnecessarily.I've seen the massive first pull to the boss in Mt Gulg be done in a PUG situation where the tank was lv 79 while the rest of us were 80. We wiped three times but we still did it, because that absolute unit of a tank kept going and never gave up on that pull. We all believed in that pull, we all achieved that pull and let me tell you it felt absolutely amazing.
Try to have some faith in your parties instead of worrying so much about the dungeon halting, live a little!
Like, dying isn't a big deal in this game, but that certainly doesn't make it fun. Maybe I'm just negatively conditioned from other games I've played or something lmao. I still cringe thinking about when you needed to run back for WoW dungeons, which sometimes involved running across literally the entire zone or trekking through an actual maze of a cave. Now dying and running back is just irritating to me in general lmao
If the group can handle wall to wall, great, go nuts. But if they clearly can't, I'm not interested in waiting for them to figure out how. The group as a whole sets the pace, imo, and if you want a consistent one then you've gotta go with friends. The only consistent thing about pug groups is that they are not at all consistent.
Or they're like me and just wanted to get through it and be done, and were one wipe away from straight up just leaving the group. Or they did say something, and got ignored, which I've also seen happen.
I've gotten to the point where I expect pug groups to be average to mediocre at best, and keep my expectations low, so I can put up with a lot of godawful play. Commenting, in my experience, isn't always worth it and doesn't always help, and I just generally don't care enough to speak up anymore unless things get absolutely ridiculous levels of bad. Doesn't mean the run was "good" though : p
Last edited by Avidria; 10-16-2021 at 10:27 PM.
DINGDINGDING We have a winner! I should have included this in the OP, but yes, so very much this!if I'm in a pug group I'm not there for a challenge or to have to dedicate a bunch of effort and faith into pressing through something there's absolutely no need to press through. I'd rather split the pull in half than waste a bunch of time dying and running back unnecessarily.
Like, dying isn't a big deal in this game, but that certainly doesn't make it fun.
I do not play with strangers to be challenged. I establish for myself a set of parameters that pretty much guarantees success and renders the experience "idiot proof" (not to call y'all idiots, it's an established turn of phrase) in case of new players or those less comfortable with the pressure role of healing. I err on the side of "take'er easy," because I know that will end in success, and because, to be quite frank, every healer-player I've ever known personally has greatly appreciated and trusted in my care for their stress levels.
And, once again... I am still getting "swift completion" credit and therefore objectively going "fast enough." So for those healers that do crack the whip... no, this works. And the whip-cracking healer might be overconfident and still wipe us.
Last edited by Omedon; 10-17-2021 at 01:21 AM.
This was the first xpac I got every job to cap for the amaro and learned tanks are just dps tha can survive getting punched longer. What is it about tanking that scares everyone? Does running slightly ahead of the others really tie your stomach in knots?
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