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  1. #21
    Player
    Mavrias's Avatar
    Join Date
    Mar 2017
    Posts
    1,071
    Character
    Jyn Willowsong
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Laesha View Post
    If dps want this, they need to stop starting dps when the tank runs through the first group with nothing but an overpower. Machinists need to not blow a Drill on a single mob and pull it off when they could wait and use a bio-blaster. Nine times out of ten, when i see staggered pulls, it's because the tank has to stop and retake aggro from some stupid dps who starts dps too soon (and blows all their heavy hits early anyway).
    Literally why would you stop before the pull is done. If a dps pulls off one mob its no big deal. They can take an auto or two from a trash mob. Just pick it back up once you've pulled everything that's gonna get pulled. Threat is trivial. A single overpower (or tomahawk if its truly that far away) is more than enough.
    (2)

  2. #22
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Renato View Post
    This isn't really a problem in ShB though. Aggro has been super easy to gain
    Server ticks can get in the way of gaining initial aggro though. I watch it happen often when I'm tanking. I'll run to the middle of a group, use an AoE and the name plate color will show one or two of the enemies engaged but still not claimed. It's especially annoying when it's a mob that was closer to me than the ones that are claimed.

    I don't want to run off and have those enemies end up on top of a healer or DPS (which happens to me while healing occasionally if the tank is careless while pulling). To make sure they're all focused on me, I'll stop to make certain they're in proper AoE range and AoE at least once more if not twice before I move to the next group. If they all show claimed by my initial AoE, then I'll move on right away.

    Provoke has that CD so generally I'll use my ranged attack to get aggro on strays. As long as I'm doing it just after they're engaged, they'll snap to me. I only need to use Provoke if a DPS has been tunnelng an enemy and keeping it pulled away from the group.

    Quote Originally Posted by Mavrias View Post
    Literally why would you stop before the pull is done. If a dps pulls off one mob its no big deal. They can take an auto or two from a trash mob. Just pick it back up once you've pulled everything that's gonna get pulled. Threat is trivial. A single overpower (or tomahawk if its truly that far away) is more than enough.
    You mean run back the 60 yards I had just traveled because the DPS is mindlessly standing back where the first group was as they take a beating from that enemy tunneled?

    No thanks, I'd rather make certain I'm bringing that enemy with me in the first place.
    (1)
    Last edited by Jojoya; 07-03-2020 at 05:56 PM.

  3. #23
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Klaleara View Post
    This is interesting to me. As a WoW refugee, that really isn't much of an issue in WoW. Constant pull is pretty common in dungeons over there, especially in mythics.

    Just shows how different the combat in FF14 is.
    Indeed, I'd imagine anyone pulling like this has come over from WoW and is running on muscle memory.

    In WoW this type of pull is called "Chain pulling" and is most optimal, where you take as many mobs as you can survive, the group burns a few off (particularly key targets), then when the pack is no longer threatening you keep on the move to the next pack(s).

    This doesn't work well in FF14 because we aren't very mobile and combat is not fluid, dps on a running mob is clunky for melee with server ticks causing attacks not to register. Dps don't get more sprint cd's than tanks. We have combos that break while WoW has aoe to mash. In WoW it's constant movement through the dungeon that flows which is important on timed runs. It actually highlights just how clunky ff14 combat really is.
    (1)

  4. #24
    Player
    Rilifane's Avatar
    Join Date
    Oct 2015
    Posts
    1,580
    Character
    Esther Harper
    World
    Zodiark
    Main Class
    Scholar Lv 90
    Another issue with chain pulling in FFXIV compared to WoW and similiar games is that mob movement is inconsistent. Some mobs move faster than others, some stand still to cast something, the differently sized hitboxes cause some weird wiggling around from mobs even on the run so that makes targeting and aoeing on the run even more difficult.
    The way mobs move, aoes and cooldowns are designed just heavily favours pulling everything and than standing as still as possible to kill it. It's a very clear "move to pull, stand still to dps".

    Stop and go pulls might be muscle memory from WoW and similiar games but sometimes it's simply poor gameplay because they can't decide beforehand what they want. Once they decided on a pull size they need to stick with it. Even if they feel the current pull is to small, kill it and pull bigger next time. But adjusting pull size while the current pull still gets aoed is a really, really bad idea.
    (6)

  5. #25
    Player
    Rae88's Avatar
    Join Date
    Jan 2020
    Posts
    264
    Character
    Laeanna Duskwalker
    World
    Famfrit
    Main Class
    Marauder Lv 53
    Quote Originally Posted by Liam_Harper View Post
    We have combos that break while WoW has aoe to mash
    Which is actually a good thing imo. Ret Paladin has a total of about 6 buttons in their rotation which gets really boring really quickly. Fury warrior has about 8. Havoc Demon Hunter has maybe 5 or 6. Beastmaster Hunters just mash the kill button then off they go to Netflix.

    I like that FFXIV has combos thank you I wish WoW had combos :P
    (2)
    Last edited by Rae88; 07-04-2020 at 08:13 AM.

  6. #26
    Player
    Quintessa's Avatar
    Join Date
    Jun 2020
    Posts
    528
    Character
    Saturn Vitrell
    World
    Famfrit
    Main Class
    Marauder Lv 18
    Quote Originally Posted by Rilifane View Post
    Another issue with chain pulling in FFXIV compared to WoW and similiar games is that mob movement is inconsistent. Some mobs move faster than others, some stand still to cast something, the differently sized hitboxes cause some weird wiggling around from mobs even on the run so that makes targeting and aoeing on the run even more difficult.
    The way mobs move, aoes and cooldowns are designed just heavily favours pulling everything and than standing as still as possible to kill it. It's a very clear "move to pull, stand still to dps".

    Stop and go pulls might be muscle memory from WoW and similiar games but sometimes it's simply poor gameplay because they can't decide beforehand what they want. Once they decided on a pull size they need to stick with it. Even if they feel the current pull is to small, kill it and pull bigger next time. But adjusting pull size while the current pull still gets aoed is a really, really bad idea.
    Took a lot of practice to get the big mobs to do what I want in large pulls, but oh boy was/is it really frustrating at time. The Deadman Dragon pushing his minions all over the place because "you in my yard".
    (1)

  7. #27
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,599
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Chain pulling in XIV has always been bad. Before SHB it was terrible for TP on top of CD usage. Nowadays it's terrible, because of CD usage and also there's clear, walled off areas, and most DPS aren't highly mobile to move through most the dungeon while DPSing.

    I kind of wish they'd do more dungeons like Baelsar's Wall, Amanesis Anyder, and Aetherochemical Research Facility. Have more sections where the monsters come to you, rather than always laying it on the tank to decide how many of the monsters we're going to go up against. I love the whole moving elevator or falling platform thing where wave after wave appears.
    (0)

  8. #28
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Laesha View Post
    If dps want this, they need to stop starting dps when the tank runs through the first group with nothing but an overpower. Machinists need to not blow a Drill on a single mob and pull it off when they could wait and use a bio-blaster. Nine times out of ten, when i see staggered pulls, it's because the tank has to stop and retake aggro from some stupid dps who starts dps too soon (and blows all their heavy hits early anyway).
    Pretty much this. Latency sucks in this game and while you think you have them all a tank might have missed one. Then you get that trigger happy DPS who refuses to stay close to the tank and then complains when THEY have aggro that THEY can't manage.
    (0)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  9. #29
    Player

    Join Date
    Jul 2017
    Posts
    3,327
    With more players from WoW coming to the gsme chain pulling will be seen more often, just tell them to keep running and gather more mobs, pull them along with rescue if need be. Sooner or later they will get the message that due to pur clunky class design chain pulling blows.
    (0)

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