
Originally Posted by
Kirinya
I'm against longer lockout intervals.
Why?
Because in some groups you really really know it's not going to work and can't do anything about it.
I did an Ifrit HM just yesterday. Most of the group obviously was pre-made. I'm playing a bard, so yeah, I got an easy job at Ifrit. But, I also cannot do ANYTHING when players are just playing not well enough for the fight.
In that particular group, one of the healers, a white mage, obviously didn't know about Cure I. He casted Cure II all the time, resulting in him being at half his mana bar with Ifrit barely 10% of HP lost. He also stood frequently in charging Ifrits. In three tries, we always wiped because tank went down after the nails. I then quit.
It was obvious that the healer didn't know his class - to start explaining that, even if he listened, would take a loooong time and an even longer time for him to play better. Also, when people stand in plumes after the third try, AFTER one has explained the pattern to them, they are really not ready to play endgame content. Same with stun-bot paladin: if he is unable to stun the eruptions (continuously), either because he has a bad connection, is too slow or is not content to just auto-attack until it's his turn to stun, then it's quite clear that the group will not kill Ifrit - why stay then indefinitely?
A 24-hour lockout would mean that a lot of people get punished for something they cannot do anything about - bad players and/or bad connection.