Wrong, no. Bad, yes.Define 'wrong'
As a tank I keep every mob on me no dropped aggro, but I only did 1-2 packs at a time and not wall to wall. Am I wrong for going at a pace I feel comfortable with and know I will get everyone through the content.
As a DPS am I wrong for singling out that Wasp that has a near OHK first before aoeing everything the tank brought together. Does it take a few extra seconds to get through everything yes, but I killed something that could have messed up how the group was rolling.
As a healer I throw out a GCD barrier a bit more often because I want a little more 'cushion' on the tank's health just incase someone misses a wasp sting or similar, my DPS is slightly down but I minimized the chance of a hiccup, lagspike, etc screwing my healing up by being slightly proactive.
They might not be 'optimal' in many people's eyes, but are those playstyles truly 'wrong'...no.
Then you have 20-30 parties, that while it's still incredibly easy to get all prisoners, it most often ends in a 4 rescue scenario because people intentionally grief and bring bad actions, like Cure III and Cure IV on the same person, or DPS with Lost Bubble and Lost Protect. Zadnor brought a semispammable Death that DPS and Tanks can use and people intentionally don't use it.I freak out about it because it's not a skill issue. It's literally a communication issue. Almost every single time when people fail to get all 6 chests, it's not because people are bad. It's because people refuse to talk and communicate and you only get one utterance "NE uwu" out of the entire party of 48. And then no one realized that no one is going to SW and the prisoner just dies. It can be so easily prevented if people *gasp* talked in an MMO. Idk why there are so many introverts in an MMO. Go play a single player game if you don't want to talk lmao
I agree with the sentiment of this but that’s exactly WHY it would be a good thing to have some sort of proper in game tutorial early on. Because the problems you suggest are more likely to come up the further you’re into the game.A major problem with putting those indicators in group content is that when a player hits that wall, it affects more than just the player in question.
Meaning 1 or more of the following could happen:
1. Player with the problem assumes it's someone else. Either due to ego or ignorance
2. Player gets kicked from the dungeon by others who want to go faster - meaning the player doesn't get the ability to learn. Maybe the next group will be able to carry them past that part without any trouble.
3. Other players are impacted. Some don't mind with this happens. Others mind. And those groups don't tend to mix well.
If a sprout is using the wrong moves or standing in AOEs during Sastasha I don’t think any sane person will particularly care. They’ll just give them some advice and then it’s up the them whether they listen or not. But if you’re running 70-80 content and clearly don’t have a clue what you’re doing you’re much more likely to be faced with hostility.
And you’re more likely to take even non hostile constructive criticism more poorly yourself at that stage too, as you’ve become used to playing the way you play. And as there’s no in game prompt that forces you to not spam Blizzard II for a whole dungeon and nothing else, well then why should you change right?
Having the game encourage you to learn your skill set properly and have a few more road blocks in terms of difficulty to help you do so wouldn’t lead to more kickings, it would lead to less.
Gonna hard disagree.Casual can be used either way, but casual as time investment is a completely worthless description. It's only useful if it means the type of content you engage with. If you would call someone who only logs in for an hour a week to clear Ultimate a "casual" then the word casual doesn't tell you anything about what type of player they are and there's no point in ever using the word. If someone describes themselves as a casual I'm going to think there is certain content they don't engage with, most likely because of the difficulty. Because that's what it means.
That guy playing an hour a week and clearing ultimate is just more efficient with his time.
This is a hobby.
Anyone that doesn't take hobbies seriously enough to want to get decent at them should maybe find something else. It just boggles my mind. How can anyone not want to be good at things they enjoy?
And yes, I know folks that raid log. *Shrugs* i don't call quality of content the differing factor here.
All we end up with in the end is people crying they can't get PF groups or they got kicked or whatever and it's solely because they can't be bothered to take a hobby seriously enough to not be a hinderance.
I just do NOT understand it.
but it takes like no effort to play your class efficiently. most people who love their class, like to research into it and play it better.
there are websites with literal pictures of each class rotation and openers/.
i dont understand this casual = "its ok to be bad". im pretty casual too. i clear 2-3 savages per expansion as healer, but otherwise a complete gardening potato.
Last edited by usernameuwu; 07-11-2021 at 04:43 AM.
I have no problems with things being added to the game to encourage players to get better.I agree with the sentiment of this but that’s exactly WHY it would be a good thing to have some sort of proper in game tutorial early on. Because the problems you suggest are more likely to come up the further you’re into the game.
If a sprout is using the wrong moves or standing in AOEs during Sastasha I don’t think any sane person will particularly care. They’ll just give them some advice and then it’s up the them whether they listen or not. But if you’re running 70-80 content and clearly don’t have a clue what you’re doing you’re much more likely to be faced with hostility.
And you’re more likely to take even non hostile constructive criticism more poorly yourself at that stage too, as you’ve become used to playing the way you play. And as there’s no in game prompt that forces you to not spam Blizzard II for a whole dungeon and nothing else, well then why should you change right?
Having the game encourage you to learn your skill set properly and have a few more road blocks in terms of difficulty to help you do so wouldn’t lead to more kickings, it would lead to less.
They just need to not be things that require other players in order to complete them.
I also think that all characters should have their skill sets adjusted so that every class has an AoE skill that will work in Sastasha. Brand new players are more likely to take the lesson to use AoE's on mobs of 3+ a lot better than someone who is level 50.
Players shouldn't be currently half way leveled up before they even get their first AoE skill - looking at Lancer/Dragoon here. Some of the players who don't AoE as they should may be players whose first character was a Lancer/Dragoon and they spent a good chunk of their dungeon/trial/etc life not AoE's because they couldn't and therefore developed a bad habit.
I believe part of the issue is simply people.I also think that all characters should have their skill sets adjusted so that every class has an AoE skill that will work in Sastasha. Brand new players are more likely to take the lesson to use AoE's on mobs of 3+ a lot better than someone who is level 50.
Players shouldn't be currently half way leveled up before they even get their first AoE skill - looking at Lancer/Dragoon here. Some of the players who don't AoE as they should may be players whose first character was a Lancer/Dragoon and they spent a good chunk of their dungeon/trial/etc life not AoE's because they couldn't and therefore developed a bad habit.
I would be willing to bet that a number of people dont aoe simply because its not BIG NUMBERS and so dont see the point
yes, I know the numbers add up, but not for die hard BIG NUMBER dps people, they want those huge numbers on the screen in front of them, aoes are for other people who are useless like healers or maybe a tank so they can get somethings attention.
everyone who is anyone in the dps world knows, its the deeps that keep the games running, its the deeps that kill things and heals and tanks are just someone they have to give a chance to so they can get into a dungeon or raid. lets face it, tank lb? what does it do? protects dps... healer lb? raises dps so they can kill the boss.
aoes are for the dps supporting roles... NOT dps.
(I wish to the gods that I wasnt sure there are some out there that think this lol)
If you are playing the game casually you are still expected to know how your job works. A fc friend of mine is absolutely terrified of doing anything higher then unsynced SB extremes and usually just does chill activities, yet she still knows how her job works and pulls her weight in the stuff she partiapates in. And she'd be the first one to tell a tank if they are only grabbing one group that they can pull more. Remember that you are playing a game where your actions affect the other 3/7/23/however many people you got in CLL and Dal with you.
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