Don't forget FF11.
Healers in FF11 often did nothing but healing and sitting (to regen mana). Back in the day when there was no passive mana regen unless you had a Red Mage with Refresh.
Don't forget FF11.
Healers in FF11 often did nothing but healing and sitting (to regen mana). Back in the day when there was no passive mana regen unless you had a Red Mage with Refresh.
Guess tones don't translate well into text. By no means I'm angry, I was just correcting something you cherry picked from my post. Also, the message goes to everyone, not just you. Because what you said, may be a question or a reply that some other user may have as well. Happy to clarify if there are blurry points in my arguments.Like I said, I'm not your enemy, I'm not disagreeing with you, but if a healer won't DPS, that's the least heinous thing I've ever seen in a dungeon, especially at max level. If a healer isn't healing, I'm not going to stop in the middle of the dungeon and lecture them on how to play.
It's a dungeon, I don't care. If this is end game content, then we have a different conversation. Your anger right now, is focused on the wrong person and direction.
Personally and with all due respect, I'm not a huge fan of the "this is not savage" excuse for not using your tools. I am talking about all the jobs when I say that they should use most if not all of their toolkits. As a personal experience, it's not that it matters too much, I do politely ask the healers to DPS in dungeons if I see they are either standing still or spamming cures on me for no reason. While I'm running to the next pack I type: "Hey (name), feel free to DPS, I don't require much healing so you can go ham". Most of the time I get an "ok" and they start doing it. Too much, too little, I don't care, join us with the contribution. This is giving healer as an example because it's the topic we're discussing the most, but it also applies to any job with skills and utility that can benefit the group one way or another.
Last edited by Lilseph; 02-27-2019 at 09:10 PM.
A bad player is :
Someone who tries to vote abandon or leaves after first wipe.
Someone who purposly locks themself out of a fight in 24 man raid content to get free carry.
Someone who refuses to adapt/make any effort with mechanics.
Someone who deliberatly comes into dungeons and 8man content undergeared by useing high lvl acc to offset the ilvl.
Someone who leaves instance immediatly in df the minute something difficult pops up.
Someone who deliberatly dc's in story roulette to skip cutscenes and then kills the boss before new player loads into it.
Someone who deliberatly early pulles bosses on 24 man raids and gets players locked out.
Someone who deliberatly ignores mechanics in a fight to do a bit of extra dps.
Someone who tries to devert the blame to team mates over a mechanic they failed.
Someone who tells new players they dont need to learn any job rotatiosn till level 70.
Someone who tells new players they shouldnt bother with dungeons and use POTD as their man leveling method.
Last edited by Metalwrath; 02-28-2019 at 01:35 AM.
I would consider a bad player to be someone who does not/or is incapable of learning from mistakes, and in general shows a lack of effort.
The worst breed of player though are people who know better, but facilitate these types of players because they are friends/family.
On the flip side I would consider a good player to be someone who:
Is prepared to adjust and adapt.
Is prepared to accept and acquiesce to constructive criticism.
Knows when they have made an error, and seeks out ways to avoid it in the future.
Researches how to play their job to the maximum ability.
Does not blame others for their mistakes.
Last edited by Keizerwilson; 02-28-2019 at 02:25 AM.
Me! I mained tank on Heavensward, so now I tried tanking again while lvling DRK to 70 and completely forgot how to tank. D: My poor teammates had to suffer my horrible tanking skills on Aurum Vale yesterday.
I can stop playing for almost a year, come back and pick up any DPS role again without any problems, but if I stop playing tank, it's really hard for me to get the hang of it quickly. D:
Would define strange player as the one that doesn't greets in return could be just a "waves" emote, honestly on other side players are players not good or bad some you get along with their way of gaming some you don't.
On 24 players raid usually recommend the player that dies more means one is learning the mechanics.
Then you have sickos the ones that find themselves entitled to the absolute truth and throw up rumors about other people real lives in game to bully people, that does not fall neither on good or bad category but more on mental illness .
Last edited by AnnaRosa; 02-28-2019 at 03:43 AM.
Ehhhh, depends.Just wanted to answer your question: Everquest.
In grind content after AA's, we made healers pull, because they could do it with low threat debuffs, and the actual dps wouldnt lose uptime, ESPECIALLY if the alternative was bard pulling
Druids and Shaman were expected to keep debuffs and dots up, clerics were expected to keep rds's up and melee for damage and heal procs when not burst healing, and they had very strong damage spells vs undead at certain points.
The only time healers were expected to "just heal" was when they were specifically part of a heal chain.
I think this specifically has to do with 14 being balanced around 4 person and 8 person content instead of 5/10/25/40 or 6/36/72.Basically, some of the older games rewarded healing and tanking more than healing sparingly and aggro-generation sparingly
The more slots you cut for damage dealers, the more damage each player is responsible for, because you cant reasonably balance around Zdps tanks and healers for at level content and expect it to last more than a sneeze at even slightly higher ilvl.
In EQ, you could run a tank, a healer, a hybrid tank/healer, a dedicated debuffer or puller with little damage output and still have damage covered for a functioning group (It was stupid to do that instead of healer/puller/debuffer, tank, tank/dps and 3 full dps, but you -could-).
In wow you had content specifically designed around your healers having to nonstop cast heals in harder content (and were expected to use potions and trade skill consumables in hard mode content) and your tanks primarily focused on tank cooldowns.
You cant look at things like old Vault or current 65+ leveling dungeons and say it's designed around 2 min level dps and a tank + healer who contribute nothing or very little.
Last edited by Barraind; 02-28-2019 at 05:19 AM.
One thing I find funny about some of the responses is that communication keeps getting brought up... if someone’s making a mistake and all they get is insults they’re never going to improve. I’m more than happy to listen to other players advice if aim screwing up but the only thing this community seems to want do is throw insults instead of advise. Maybe the person just can’t see where they’re making a mistake
This only begins to happen if the person making mistakes said nothing about being new or not understanding what to do beforehand. When people are straight forward about what they know or don't know then they more often than not receive help and advice.One thing I find funny about some of the responses is that communication keeps getting brought up... if someone’s making a mistake and all they get is insults they’re never going to improve. I’m more than happy to listen to other players advice if aim screwing up but the only thing this community seems to want do is throw insults instead of advise. Maybe the person just can’t see where they’re making a mistake
Me when:
People on another class tell me how I should be playing MY class (unless its actual advice).
People attempt to 'punish' for not playing to their standards.
People derp for the lols but don't care about the 23/7/3 others just trying to get thru this.
People expect more from the group then perform less.
People can't listen/comprehend instruction. Or care.
This is when I'm a bad player. But imitation is the finest form of flattery so, *shrug*.
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