That's literally because of the influx and good players unsubbing temporarily.Title. (and no, the smiths outdated tutorial doesn't count)
I'm getting sick of running dungeons, trials, etc. whatever the hell content, and people just don't have a clue.
The usual suspects are out:
- Healer who stands still, doesn't deal damage, cant even keep up with healing
- DPS who single targets mobs when you have like the entire dungeon on you
- Tanks who just sit there and pull 1 group at a time
- People at max level who have no damn idea how to play their class whatsoever (example: Fire 1 Mage at level 80.)
What the hell is going on?
I've been feeling like I'm some crazy elitist just because I have an expectation that you have like an iota of competence.
IDK, detract me. Thanks.
Also, Im not going to bother trying to teach people things in game. Been there, done that. You get screamed at.
Yep, it's a lul period in the game now where all content has been out for awhile, and nothing new until expansion. A good chunk of better players don't spend much time or any at all. Why even do roulettes when we have been best-in-slot for months because of savage? Anyone doing that stuff now is likely filling whatever is left on capping alt jobs, newer, or the like.
There will be a dramatic difference in overall player performance during expansion early access, it's always like this.
Then the game needs to do more to keep the good players around. Give players that clear current Raid tier or Ultimate 3 months of free gameplay. Or give them access to a special ward in housing areas where all houses are mansions but cheaper to get so long as you have the corresponding title to buy them.
A pseudo-enrage mechanic. It would kill the player that failed the DPS check, not the entire party. Once the player gets tired of constantly dieing he will be motivated to learn how to play his class.
It's under Prohibited Actions of the ToS-> Obstruction of Play. You are preventing people from progressing with the game by purposefully pulling single group of mobs.
Last edited by lezard21; 07-10-2021 at 10:34 AM.
That is the funniest thing I've seen all day. The dungeon not going as fast as you might prefer is not preventing you from progressing. If the tank is pulling mobs, and the group is killing them and moving through the dungeon then...you're progressing.
I'm really not sure how they connected those dots. Also not sure how I missed that in their post. Wow is all I have to say. Just because a group is slow doesn't mean they are breaking the ToS. lol That's some major grasping at straws.
Not really, big pulls are for experieced players. The new players preffer feel how it works slowly. Specially for new healers, to know better how spells work.Then the game needs to do more to keep the good players around. Give players that clear current Raid tier or Ultimate 3 months of free gameplay. Or give them access to a special ward in housing areas where all houses are mansions but cheaper to get so long as you have the corresponding title to buy them.
A pseudo-enrage mechanic. It would kill the player that failed the DPS check, not the entire party. Once the player gets tired of constantly dieing he will be motivated to learn how to play his class.
It's under Prohibited Actions of the ToS-> Obstruction of Play. You are preventing people from progressing with the game by purposefully pulling single group of mobs.
Last edited by Fellgon; 07-10-2021 at 10:53 AM.
The people who need the rewards the most are the ones who take the longest, though. You want to run with people who can't do their rotation AND have worse gear than what a dungeon gives?I think that the best and most fair solution would be to have dungeons, trials, raids, etc. have an individual minimum DPS objective. If you fail to meet that objective you are not able to roll for loot or it doesn't count for quest completition.
Or add time objectives to dungeons, example finish within 20 minutes and you get bonus gil/exp/items, finish within 21-30 minutes and you get normal exp/gil/items, take more than 30 minutes and you don't get rewards.
They literally do the opposite and put gates/doors in dungeons to prevent bigger pulls, which they've been doing since ARR. They saw how people wanted to run from the start straight to the boss in Amdapor Keep and said "No".
But you're compelling a certain playstyle, which is also against the ToS.
generally why when I tank, I tank with people in my fc since I am slow, I admit I am not a confident tank and since I main healer, I tend to know where things get tight if the tank has blown their mitigation. So I dont usually rush things through faster than I am comfortable with.
Oh I understand getting the occasional inexperienced tank (even if increasingly less so with levels past their boost when the MSQ experience clearly went to another job).generally why when I tank, I tank with people in my fc since I am slow, I admit I am not a confident tank and since I main healer, I tend to know where things get tight if the tank has blown their mitigation. So I dont usually rush things through faster than I am comfortable with.
I just don't understand the hypocrisy of saying that a party asking their tank (who has yet to drop below 80% HP even without getting a single GCD heal during the fight itself) to pull more than a single pack at a time is "forcing" their playstyle upon others and has breached the ToS even while insisting that the tank refusing to pull more, despite being fully able to survive without a single press other than to spam their first AoE button, is somehow blameless.
One is a request that the bottlenecking individual follow majority preferences, at least to the extent possible for that individual. The other is a literal barrier, penetrable only by a kick.
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