Then why don't you use PF? If you're going to be playing like garbage because it's "you right," then it's also the other players right to kick you for lethargic play.
Guys ! You have all to understand !
Back in my young days, it was easy to do math, and now everyone struggle !
(Sarcasm off)
No, but seriously. Up to a certain level, everyone has some sort of expectation on the team they're in. Of course I don't talk about something like "I'm expecting a team full of 99 Percentile because 98 is trash, they will only waste my time !".
What I personnaly expect is that people can somehow understand that AoE attack may be more potent than Single Target, especially on wall to wall pull. Just use this :
MATH FORMULA INCOMING !
(Potency of attack) x (Target hit)
I'll do the math for my reaper, and we will compare it over 3 consecutive attack (RPR Debuff will not be counted) on 3 targets !
Single target filler combo :
320 x 1 = 320
400 x 1 = 400
500 x 1 = 500
320 + 400 + 500 = 1220
AoE :
140 x 3 = 420
180 x 3 = 540
140 x 3 = 420
420 + 420 + 540 = 1380
The more target we have, the higher this number goes. It's basic math, simple as that.
I'd like to know the reason behind that "Single target" attack on a wall to wall pull. Maybe I'm missing something somewhere...
Last edited by TabrisOmbrelame; 10-14-2022 at 02:51 AM.
Going deeper though - and maybe off topic a bit - It is basic math, but is spamming AOEs fun? I've never found that.
Pressing 333333333 is as boring to me as pressing 111111111111
やはり、お前は……笑顔が……イイ
I just don't see why it's a big deal. At worst, if one DPS is entirely afk, the dungeon just takes 10 minutes longer. And usually it's not that bad, they're still doing 50% or more of the DPS they should be doing. It's not worth leaving over something like that. Nor is it worth it to try and teach them the basics of the game in between pulls. (GCD uptime is usually the biggest problem anyways, and you can't really teach that.) Whatever the case, in 20-30 minutes, it won't be your problem anymore.
But maybe you enjoy being a mentor and taking the time to work through all the misunderstandings of a complete noob. Unfortunately, it usually takes more than one quick tip to get them on the right track, so it's not something you can easily fix in the middle of a dungeon. The most I'll offer is "You need to figure out what your other abilities do and use them," at the end of the dungeon. They can look it up if they want, but I'm not gonna take responsibility for every noob I come across and type out all the basic information that their tooltips give them already.
As for kicking, I personally don't kick people unless they're literally afk, but I guess that's fine if it works for you. I just don't think it's worth it to save 5-10 minutes. It sours the mood of the whole dungeon, and you might not even succeed at kicking if you don't have a friend with you.
So I don't even bother worrying about the DPS most of the time. Maybe I'll notice pulls are dying slowly and get mildly annoyed, but whatever, it happens, it's Duty Finder. The only reason I'm in DF in the first place is to relax and waste time on something easy, so why should I care if it's not a perfect speedrun? (Unless both DPS players are single-target-only and every pull takes 3 minutes... then I might want to leave, if I have something else I can waste my time on instead. But that happens less than 1% of the time, so kinda irrelevant.)
That being said, bad tanks and healers are a slightly different story, because they can cause wipes. If either one of them is a veteran player, they can usually carry the team and keep the run going smoothly (but slowly). But if they're both bad/mediocre and it's causing wipes, then you have a legitimate issue on your hands and I would consider leaving/kicking. But again, dungeons are so easy, and I'm usually the tank or healer, so that's super rare as well.
I don't think I've had to leave a run or kick anyone (aside from DCed players) in the last month or two. Last time I left a run was 10 minutes before maintenance because I could tell the run would get cut short. (Was hoping to get a baller team and speedrun it before the servers went down, but alas.)
Addendum: I didn't want to be that guy who compares everything to other MMOs, but I think it's kinda relevant here. I've been playing GW2 a lot recently, and it's way more common in higher-level fractals to end up in an incompetent party that keeps wiping. The content is just harder, so it's inevitable. I still don't leave those parties if we're already most of the way through (it's usually the last boss that causes the most problems), but I think about it way more often than in FFXIV. Similarly, I know M+ in WoW is notorious for PUG-troubles and it's actually punishing if you wipe in those.
My point is, Duty Roulettes are not even close to those. They're easy and low stakes, and even if you do wipe, it's probably a one-time thing. It's just so uncommon to have any significant problems that cost more than 5-10 minutes of time. Which is why Tales of the Duty Finder is so entertaining, because those are truly the most ridiculously cursed runs ever. Sharing and laughing about the 1% worst runs seems way more appropriate to me, than making a PSA(?) like this thread begging people to play better. Especially when the people you're trying to admonish aren't the kind of people who read the forums.
Last edited by Leonerdo; 10-14-2022 at 03:24 AM. Reason: There's always more rambling to be done
This argument can be used for any scenario in any matchmade team multiplayer game, it doesn't really hold up. The enforcement against lethargic gameplay alone makes this point irrelevant.
If I join a volleyball league and have a teammate that exclusively plays with their hands behind their back, it shouldn't be dismissed as "Oh, well I have zero expectations." It's a team game, and sportsmanship and good faith dictates that you should put in reasonable effort.
Same thing goes for co-operation in online games. Making things fun for all is the best benchmark to aspire to.
Last edited by Ravenwatch; 10-14-2022 at 03:17 AM.
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