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Thread: Pulling why?

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  1. #1
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    Early on in ARR, there were dungeons where it was quite possible to overpull for the average player or maybe even the above average player. Looking at you, Brayflox and Brayflox (Hard). The problem with that was that many healers couldn't handle it. Or they just weren't used to it. So, you actually had to waste time at the beginning of a dungeon asking the healer if they could handle wall-to-wall. And then there'd be griping if it failed.

    In my opinion, many players steered away from healers and (to a lesser extent) tanks because of this. SE "fixed it" by pretty much making nearly every dungeon since be two pulls and then a wall. And they've followed that formula since. Apparently we aren't able to decide for ourselves how much is too much.
    (9)

  2. #2
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,952
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by dspguy View Post
    Early on in ARR, there were dungeons where it was quite possible to overpull for the average player or maybe even the above average player. Looking at you, Brayflox and Brayflox (Hard). The problem with that was that many healers couldn't handle it. Or they just weren't used to it. So, you actually had to waste time at the beginning of a dungeon asking the healer if they could handle wall-to-wall. And then there'd be griping if it failed.

    In my opinion, many players steered away from healers and (to a lesser extent) tanks because of this. SE "fixed it" by pretty much making nearly every dungeon since be two pulls and then a wall. And they've followed that formula since. Apparently we aren't able to decide for ourselves how much is too much.
    To be fair ARR had horrible quirks that made a lot of dungeons harder than they needed to be, PLD didn’t have sword oath so could only be in tank stance which massively nerfed their damage potential, SCH didn’t have leeches which made the final boss a nightmare and if you were a melee paired with a caster then you could just kiss your TP goodbye, all of which led to garbage AOE damage potential if you got the wrong comp

    A lot of the difficulty of the old encounters came from weird levels of skills, about the only thing that still exists like that is the fact that it feels annoying as hell to not have medica 2 on WHM in aurum vale
    (3)