Quote Originally Posted by Vaeria View Post
Im sure its happened to everyone at some point: You perfectly execute your jobs burst, getting someone down to 1-2% hp......then that (insert any job so im not guilty of picking on one in particular) that was playing it safe behind the line, contributing absolutely nothing, throws out 1 ranged attack and grabs the last hit, being awarded with the kill.

This wasn't as obvious in secure since the high/fever concept hadnt been preached yet, but from slaughter on, just became more and more evident. My question then: Would more people prefer to see kill reward/acknowledgement based on say greatest % done within 5-10 sec of death...or still just whoever got last hit?
I'm that SMN sitting safely in the backline, repeatedly using bane and picking off whoever gets low! You mistake "kill-stealing" with "kill-securing" (someone said this before in a thread a long time ago). Being an AoE-heavy job, all of the targets belong to me, you just mooch off my bane'd targets! If I so choose to be quick enough to snap that last 5% with one of my ranged abilities (hi pre-nerf painflare), I get the kill because I was the fastest at securing those points for mah team.

I'm not going to be penalized for playing my job efficiently (switching from AoE to single target if both options are equal at the time, ex. no enemy healer too close that I should single target). SMN is nastiest repeatedly layering DoTs and stressing enemy healer, then rapidly switching targets to whoever gets low (with enemy AoE heals negated by my AoE dmg) and snapping up whoever gets low.

Just because melee plays differently and is more effective at single targeting doesn't mean they should get those kills, unless they actually, you know, get those kills. That's like me saying I deserve more kills because I did the most damage with AoE DoTs, but without killing them outright, it's fruitless. Everyone benefits when an enemy dies at the end, it just doesn't work you towards the hand of mercy title.