You would have to read the new ToS they put out late last year, I am pretty sure it says something about vote dismissing players. It contained a lot of kinda nutty stuff such as not being allowed to tell a player how to play.How? Are you telling me as PF host I am not allowed to remove anyone from my group? I honestly doubt any GM would give someone complaining about getting kicked from pf the time of the day and if you really get asked you can just cite differences in playstyle which has always been a valid reason.
PF doesn't use Vote Dismiss. You simply remove them.
No matter how much some pieces of human hand luggage might crave for this, Square Enix simply can't force me to play (read, carry) with them. And they shouldn't.
They actually aren't the same thing. Vote Dismiss is left up to the group to decide. Removing someone is done by 1 person (the party leader). Also, PF is voluntary (i.e. the person specifically signs up for a specific party) whereas DF the group is randomly assigned.
Fundamentally different than vote dismiss. As PF host you do have authority who is in your group and who isnt, as random DF member you dont. SE is specifically giving you the power to kick someone and unlike vote dismissal where you need to state a reason, as group leader you dont need to give a reason. Of course you shouldnt trash talk someone before you remove them (like discouraging from joining a group in general) but that's why I said to just silently kick, quick and simple.
Quit the instance, boot them out, move on, if JP does it so can you, no criticism necessarily!
It can work -- the Gatekeeper actually did function as intended in TSW, and made sure you were at least a bare minimum of prepared before queuing into Nightmare content -- but as I noted, I agree that it wouldn't be necessarily the right approach here.
Hence why I suggest it not as a TSW-style gatekeeper on savage, but rather having something like the trials the Gatekeeper gave, and having them replace Stone, Sea, Sky (or even just be an option in addition to SSS) as an optional training method.
Because "hit the stationary dummy enough times in this time period, and you know you can do enough damage" is not really a useful way to measure your own improvement because it is in no way a remotely reasonable representation of the environment the fight will present. People don't do their rotation perfectly when they're dodging mechanics (or they get so focused on said rotation they end up ignoring the mechanics), etc.
Something where it's like "Do enough damage to this thing that's moving around and attacking you while also dodging some bad" as a test, and you'll get a much better read on how well your personal improvement is going. Because a lot of people say they actually do want some sort of tool that lets them measure their own performance -- not necessarily a parser, but something more functional than just Stone, Sea, Sky.
I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.Originally Posted by Packetdancer
The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
I've been wanting Vulns to be Damage Downs every since they first appeared.
Vulns are only a Damage penalty when an unavoidable mechanic gets to one shot thresholds of stack count.
The only player suffering from other players mistakes is the Healer, and that needs to change lol.
Just make it like 3% Damage Down per stack but exponential growth. 3>6>12>24>48>96>cap
Make the DPS who want to fluff their numbers suffer instead.
I didn't read the whole thread but I have to ask, is quad weaving really a thing? I don't see how you could fit 4 oGCDs in the 2.5s window with the way animation locks and latency works, unless you somehow ended up with an incredible ping, even then though the animation locks would keep you from getting 4 inside that window.
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