They're pointless, which makes running away from them a bit strange.
They're pointless, which makes running away from them a bit strange.
It's... something.. and nothing, at the same time.
The first time I read how I should give commendation on the help screen:"-those who left a positive impression[...]" (paraphrase), I knew people are going to comm for various reasons, as 'positive impression' is such a broad definition. This in turn makes me think of the whole system much less than how it probably envisioned by its creator.
As time goes by, it kinda gets to the point where you can pretty much guess why a comm was (not) given, generally speaking. You're a healer? People are probably going to comm you regardless... You're a tank? People are probably going to comm you because your name is the first in the list to comm... You're a DPS? Goodluck with that, because you are often seen as 'dispensable', henceforth comms received for being a DPS feels much more worthwhile than the other two roles. You are <insert role> and receives more than half of the party's total comms in 8-man contents? Congratulation, you are probably doing something that general playerbase thinks deserving pats on your back, for better or worse.
Personally I try to observe and reserve my comms to players who actually deserves it. It doesn't do much, but it's really 'whatever'.
"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."
They're cute, would be neat if there was extra components to them. Beyond also allowing players to give them to those that have already left. Like chance at a minor buff or heal (akin to FromSoft messages). Looking at messages, or bridges from Death Stranding... I think there could be more to the system for a silent community sense ... But that would take some decent thought, to which I am going to sleep and I am also not sure if SE would bother lol. Still trying to convince them to have better gameplay assisted roleplay or that movement is fun and should have more attention to detail and characteristics (like GW2 mounts).
Everyone's calling them useless but sometimes you go through a rough duty and it's the little push you need to feel slightly better about it all.
To most people including myself, they are an effortless way to meet a weekly achievement.
I used to put thought into them, but now they are just kind of like handing out flyers to the party you're at.. after it's ended.
If there is anything valid about my comms, is I never hand them out to a player in a duty who is behaving like a douche.
I like them. But I don't like how they're given just cause.
It's not abotu needing them, I think if you don't get them for a good reason you didn't deserve them anyway. I rarely give them and only if someone really left a particularly good impression. And I'm not talking about gameplay, someone particularly friendly or helpful, someone that cracked a laugh out of you and actually made the run fun.
I don't need them per se, but it's always a good feeling to receive them. And honestly I wish instead of it being one per run it was a pool, like you can give x comms a week. Cause most runs I give none, but some runs there are 3, or sometimes more in 8men, people I wanna comm, but I gotta pick just one and it's unfair towards the others.
Also i rarely give them for gameplay reasons, unlike it's something super good like straightout saving a run, because I only give them to people who I think could be mentor material, and I don't think just being able to play well makes you a good mentor. I also don't get all the people who say "just give one to whoever, they're free" and then maybe complain there are bad mentors who shouldn't be mentors.
And if you leave and I wanted to comm you, no way it'd be a wasted comm and I'll just comm somebody else just not to "waste a comm". I'll just comm nobody and that's it.
I'm not too bothered. I've had runs where I recieved all 7 comms for basically no reason, and runs where I save multiple wipes as a red mage machine gun and I dont even get one. The idea behind the feature is nice, but combat doesn't allow many "impressive plays" so it basically just goes to tank or healer most of the time anyway. If dungeons had more ways to succeed than just aoe everything down then I think it would be different. Let's say theres a mob outside the dungeon and dps has to take it down before it debuff everyone but it isnt announced. That kinda thing would give us more room for good plays
I am in the mind set if I get a comm I get one. If not
I just what ever and continue on with my day. If I do comm it's too the other dps.
If you are a healer that does damage then you get my comm because the bad/lazy cure-bot healers lower the bar so much.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.