

I can attest to this. Had a healer drop in Hells Lid before we even started. The three of us cleared our way to the first boss without one by keeping the pulls small with a paladin tank.How do you manage to always make such quantum leaps? Right now, Expert dungeons are so braindead easy, if you did only small pulls, you wouldn't even need a healer, let alone cooldowns. I think making them a little harder than that won't lead to mass vote abandons.
People being so acceptable people playing bad and get away with it, is one of the bigger reasons why it's still an issue for improvent. While I agree there is a difference between harrasing and telling people tips how to improve, there are too many players who loves to brush it off and say it's fine they way they play it. I know some people I helped clearing shinryu for and they did as good as tanks or just worse. The clear would never happened if the tank dps and healer dps wasn't as strong. This game can let you get away with 1-2 players being bad and the rest doing good, as long mechanics are done. I love to help people but I would like them to carry their own weight. I think it's unfair to help them clear content and they end up with same type of players and never kill the content, wondering why they can't. This happens too often.


When the hard enrage in one of the new experts won't happen if you have even 1 dps doing damage.
Something is def wrong.

You can't expect players to ever learn a fight completely if they are not taught the mechanics. This even applies to easier content like dungeons. Some mechanics are obvious and don't need explaining, but this game has a lot of mechanics you can't learn based on observation alone. Some even require certain players to intentionally stand in an AOE that logic tells you to avoid. I tell people when it's my first time doing a duty, and 80% of the time not a single person in the party bothers to explain the mechanics. Some I figure out and some I never can. You also have to consider that this game is very mechanic heavy compared to a typical MMO, so having a good memory is more important than player skill. When there are bosses with 9 phases divided into multiple mechanics each, it's beyond ridiculous. Some bosses can take many weeks just to learn the mechanics by heart, and that's just to memorize it all, then once memorized, serious skill based attempts can be made. Videos don't help as you still have to memorize everything. Players with less than stellar memories will take longer to learn. They can be just as skilled as you, but have a worse memory than you.
Last edited by h0tNstilettos; 03-03-2018 at 06:31 AM.
I can't say I'm paired that with many awful players in dungeons or raids. Let's keep in mind job boost is a thing and a new player can skirt by to 70 with storyline and dailies pretty easily.
Personally, I fully intend to be a mentor in my FC and to anyone I meet once I get up to speed with things.So then who is responsible for forming and leading these FCs, or spending the time to hold teaching groups?
It's really easy to say "someone should be doing those things as long as that someone isn't me because I'm just here to play.". We're all just here to play.
Not everyone is cut out to be a leader or a teacher. Not everyone is willing to give up part of the time they have available to play to help others.
I do agree with the point about the current mentor system. I blocked invites to the Novice Network because the channel was filled with "mentors" bragging about how awesome they were while ignoring requests for information from the new players they were presumably there to help.
This game needs encounters with dps checks that require ppl to do actual dps. the spread right now is 4-6k, with 6k being top, and 5k being average, check needs to be set at 4k. This needs to be in the MSQ instance too, where a bad dps cant get carried by tank/healer dps
Currently there just is not enough end game content for the player to want to be; or the justification for "git gud."
Great You got all the gear from Savage, you are i370. So what next? More of the same content. There is no goal after getting the item. To that end all the current content can be done just the same with i350. The drive in other mmo is PvP, "get better or get your stuff taken."
Maybe Eureka will bring back some of the drive needed to get better; but people are already declaring it a dud even before it's out. Other than Eureka the status quo formula is obviously not enough to drive people.
Add: It's not a player problem, it's a development problem.
Last edited by Bobs; 03-03-2018 at 09:49 AM.
How do you account for all the people who try hard even after clearing and gearing up through Savage? How about the people who haven't done Savage but still perform well in other content that they do complete?
Your theory is full of holes.
There is plenty to do as you begin to master a class. Today I wasn't sure what I felt like doing and joined a few learning parties for EX primals. Got people clears for Lakshmi, Shinryu and Byakko and got some more tokens in the process.
People can be driven by something other than a carrot on a stick.
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