Thats good for you, people are different and youre going to have to deal with differences when you pug, Im so sorry.


Thats good for you, people are different and youre going to have to deal with differences when you pug, Im so sorry.
The issue now is that we are getting off topic.
"Should tanks pull wall-to-wall?" is a question that will only opens Pandora's box because in each situation a different answer/solution could be better.


If a tank wants to pull wall to wall thats fine. If a tank is shakey because low gear/anxiety/the dps sucks thats fine too I get to dps more. I do what the group needs. Groups are different and Im ok with that, unless the tank is stopping in between every pull it doesnt really add that much more time.
Hit the dumb post limit but were not only talking optimal setting. Optimal setting everyone is doing the best at every roll. Yea then big pulls would already be done. PUGs arent optimal. People should communicate more rather than just pulling, especially in PUGs. So no I dont think its ok to pull more without trying to communicate first, because you dont know why or what.
Last edited by Yllania; 06-08-2019 at 03:30 AM.
Perhaps I should make it clear.If a tank wants to pull wall to wall thats fine. If a tank is shakey because low gear/anxiety/the dps sucks thats fine too I get to dps more. I do what the group needs. Groups are different and Im ok with that, unless the tank is stopping in between every pull it doesnt really add that much more time.
In an optimal setting (tank/dps/healer aren't undergeared for the content, they are fine with the content, no one is new to their class, etc) wall-to-wall should be the standard.
Their are a lot of variables with not just tanks, but the party in general. Wall-to-wall is what should be happening under a normal dungeon run where people are comfortable.
As far as the OPs post goes though, I still believe that if a DPS is pulling more, they are trying to nudge the tank into speeding up the dungeon, and pushing the tank into getting out of their comfort zone to make things run quicker & smoother.


Speaking from personal experience, first few things I do on entering a dungeon as a tank is check who I got, check their gear, check what classes they have leveled. If I notice they don't have the gear and don't have many leveled classes, gonna assume they're not as experienced and/or new to the game. I will pull regular groups and see how it fairs. If it looks easy, Ill speed up. If they're geared and got classes, Ill pull big and see how its handled and adjust accordingly.Perhaps I should make it clear.
In an optimal setting (tank/dps/healer aren't undergeared for the content, they are fine with the content, no one is new to their class, etc) wall-to-wall should be the standard.
Their are a lot of variables with not just tanks, but the party in general. Wall-to-wall is what should be happening under a normal dungeon run where people are comfortable.
As far as the OPs post goes though, I still believe that if a DPS is pulling more, they are trying to nudge the tank into speeding up the dungeon, and pushing the tank into getting out of their comfort zone to make things run quicker & smoother.
I cant speak for other tanks, but it is annoying to be told to pull more from inexperienced players (not saying in this thread) who haven't bothered seeing what their fellow players are up to. Or since I'm used to pulling and what not, I'm keenly aware what hurts in dungeons, so I may purposefully not pull something because it's easier to pull the trash around something and deal with that, then deal with the hard hitting mob. This is where communication comes in. Again, to many times I get an overzealous DPS or healer who wants the dungeon done in 10 minutes or less pull something that hits hard into me when I already have 7 things on me. I die, healer dies, DPS run around like chickens before dying, mobs reset, and we spent more time because of that foolishness. Optimal or not, talk to your tank before pulling more. Ive told DPS a few times in the past the reason I dont pull 'x' is because how they hit while Im already tanking quite a bit. Sometimes slow and steady is better than big and fast. It really depends on the dungeon, and your party comp.




This is the kind of tank I enjoy kicking the most.You dont like it? Que as tank then, only those who disagree never played a tank long enough to know how it feels. If the tank feels the something is wrong with the dps or healer after the first pull and decides to one or two group at a time after that, you respect his decision. The reason why theirs so few tanks is because of players, like you, who "disagree" with how things work, and cuz of players like you, tanks get stressed out, fed up with it, retire, and play another role, or they just que with friends and fc members.
Im glad for the trust system, though ive rarely had to deal with much problematic players who thinks they know everything lately, trust system and fc members make my play experience pleasant.
Tanks dictate pulls, you want them to pull to the wall? Then you better hope that tank is not only geared for it, but you got the heals or dps to do it. If you dont, you get small pulls. Simple as that.
To be fair, I don't think I've ever seen this infamous "slow tank" who pulls mob by mob and lingers between every pull. I'm sure they exist, but from some comments you'd think half the tank population fell in this category, yet I've never seen even one.
I have seen countless impatient dps pulling in smooth dungeons where the pace was good and mobs were melting down. Usually someone dies.
I have very rarely seen this "wall to wall half-the-dungeon" pull that so many tanks claim to do. Most pull 2 packs. The main one I see is the start of Bardam's and I have yet to see a tank succeed that without a death.
I'm just going off my own experiences. It's been very different from what I read here. Either way majority rules, so personally I don't queue as tank for pugs. Ever. I have squadrons, FC runs and HoH. Enjoy the queues for the worthy tank.



To be fair on the wall to wall part this is partly by SE's design, they've done quite a bit of limiting to how many mobs players can pull between bosses without some sort of obstacle between certain packs in part because of the more extreme time of ARR's pulls and how players handled themselves on all sides of it. Though certainly some places allow for more than the current usual to happen but depending on the dungeon (more so leveling ones) it can be quite difficult.To be fair, I don't think I've ever seen this infamous "slow tank" who pulls mob by mob and lingers between every pull. I'm sure they exist, but from some comments you'd think half the tank population fell in this category, yet I've never seen even one.
I have seen countless impatient dps pulling in smooth dungeons where the pace was good and mobs were melting down. Usually someone dies.
I have very rarely seen this "wall to wall half-the-dungeon" pull that so many tanks claim to do. Most pull 2 packs. The main one I see is the start of Bardam's and I have yet to see a tank succeed that without a death.
I'm just going off my own experiences. It's been very different from what I read here. Either way majority rules, so personally I don't queue as tank for pugs. Ever. I have squadrons, FC runs and HoH. Enjoy the queues for the worthy tank.
It's rare for wall-to-wall pulls in groups that aren't premade. I think the best example is Castrum (even though it's level 50 content.)To be fair, I don't think I've ever seen this infamous "slow tank" who pulls mob by mob and lingers between every pull. I'm sure they exist, but from some comments you'd think half the tank population fell in this category, yet I've never seen even one.
I have seen countless impatient dps pulling in smooth dungeons where the pace was good and mobs were melting down. Usually someone dies.
I have very rarely seen this "wall to wall half-the-dungeon" pull that so many tanks claim to do. Most pull 2 packs. The main one I see is the start of Bardam's and I have yet to see a tank succeed that without a death.
I'm just going off my own experiences. It's been very different from what I read here. Either way majority rules, so personally I don't queue as tank for pugs. Ever. I have squadrons, FC runs and HoH. Enjoy the queues for the worthy tank.
Start of the dungeon pulls to the boss door.
After the first boss you pull to where you plant the bombs, deal with all the mobs, and then plant the bombs & head to the boss.
After the second boss, you pull to where Cid stops.
After you clear that area, you kill 1 mob because of a gate.
Finally, you clear the rest of the mobs blocking the boss.
This is obviously the most basic one, but I believe it's common enough.
As a healer, I like wall to wall pulls. I get bored really easily if the tank isn't dieing. Pretty much the same for when I'm playing one of the tanks. If I ain't dieing, I ain't pulling enough.![]()
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