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Thread: Pulling why?

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  1. #1
    Player
    LilimoLimomo's Avatar
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    Jul 2023
    Location
    Windurst
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    1,135
    Character
    Lilimo Limomo
    World
    Siren
    Main Class
    Black Mage Lv 100
    Hmmm...

    While generally speaking it's an agreed-upon etiquette that the tank is the one who pulls, I don't necessarily think it should only be only the tank's decision how much to pull. It would be silly if the tank were treated as a dictator.

    Because every group is comprised of multiple people, and each of them have preferences and desires that are valid. Thus, the best path forward is for everyone to collaborate and be understanding. And it's an MMO full of anonymous strangers, so you won't always get that, but it's something that we each can individually do our best to facilitate.

    So if others are asking you to pull more and you don't want to, treat that as a conversation. If you don't feel capable of a bigger pull, if you're having a rough day and would rather do smaller pulls, or whatever you reason is, share that with them. It's very possible they'll understand, and even if they don't, you'll have done your best to explain where you're at.

    Of course, just because it's a conversation doesn't mean everyone else gets to decide for you. Because you're a part of that conversation, too. If even after the conversation you genuinely feel unable to do a bigger pull, that's fair and valid, and a healthy group will respect that.

    But if you're in an unhealthy group who pulls more than you feel like you can handle, just remember that you're under no obligation to scoop up every enemy that someone else pulled. Grab only the monsters that you feel like you can handle and just do your best. You can ask them kindly not to do that afterwards, and if they keep doing it you can report them. That's one of the other benefits of treating your group with compassion and respect: if you've done your best to openly communicate in an attempt to resolve disagreements, that serves as strong evidence when GM's look into your case.

    That said, I hope it doesn't come to that. Hopefully if you bring your friendly demeanor and talk things out with your groups, that will reduce how much this is happening to you. Good luck!
    (1)

  2. #2
    Player
    dspguy's Avatar
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    Aug 2013
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    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    Early on in ARR, there were dungeons where it was quite possible to overpull for the average player or maybe even the above average player. Looking at you, Brayflox and Brayflox (Hard). The problem with that was that many healers couldn't handle it. Or they just weren't used to it. So, you actually had to waste time at the beginning of a dungeon asking the healer if they could handle wall-to-wall. And then there'd be griping if it failed.

    In my opinion, many players steered away from healers and (to a lesser extent) tanks because of this. SE "fixed it" by pretty much making nearly every dungeon since be two pulls and then a wall. And they've followed that formula since. Apparently we aren't able to decide for ourselves how much is too much.
    (9)

  3. #3
    Player
    Supersnow845's Avatar
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    Aug 2021
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    Gridania
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    6,816
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by dspguy View Post
    Early on in ARR, there were dungeons where it was quite possible to overpull for the average player or maybe even the above average player. Looking at you, Brayflox and Brayflox (Hard). The problem with that was that many healers couldn't handle it. Or they just weren't used to it. So, you actually had to waste time at the beginning of a dungeon asking the healer if they could handle wall-to-wall. And then there'd be griping if it failed.

    In my opinion, many players steered away from healers and (to a lesser extent) tanks because of this. SE "fixed it" by pretty much making nearly every dungeon since be two pulls and then a wall. And they've followed that formula since. Apparently we aren't able to decide for ourselves how much is too much.
    To be fair ARR had horrible quirks that made a lot of dungeons harder than they needed to be, PLD didn’t have sword oath so could only be in tank stance which massively nerfed their damage potential, SCH didn’t have leeches which made the final boss a nightmare and if you were a melee paired with a caster then you could just kiss your TP goodbye, all of which led to garbage AOE damage potential if you got the wrong comp

    A lot of the difficulty of the old encounters came from weird levels of skills, about the only thing that still exists like that is the fact that it feels annoying as hell to not have medica 2 on WHM in aurum vale
    (3)

  4. #4
    Player
    Post's Avatar
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    Oct 2015
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    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    You can bet my first time doing every new dungeon in DT I'm going to wall to wall because I know the design team is too lazy or cowardly to change any of this, and I'm going to be fine because the tanks are all going to have further upgrades to their level 82 Bloodwhetting cooldowns, everyone's going to be running around in full raid gear and Manderville Relics, and it'll be a miracle if they ever include monsters with mechanics like Final Sting, Dragon/Ram's Voice, midbusters or unavoidable non-tank damage ever again.
    (4)

  5. #5
    Player
    Sqwall's Avatar
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    Jun 2013
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    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Post View Post
    You can bet my first time doing every new dungeon in DT I'm going to wall to wall because I know the design team is too lazy or cowardly to change any of this, and I'm going to be fine because the tanks are all going to have further upgrades to their level 82 Bloodwhetting cooldowns, everyone's going to be running around in full raid gear and Manderville Relics, and it'll be a miracle if they ever include monsters with mechanics like Final Sting, Dragon/Ram's Voice, midbusters or unavoidable non-tank damage ever again.
    LOL I member...Temple of Qaurn does...final sting memes
    (1)

  6. #6
    Player
    Debiiru's Avatar
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    Aug 2013
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    Character
    Debiru Swordstorm
    World
    Phantom
    Main Class
    Samurai Lv 90
    I recently started levling a dark knight, after levling 7 other classes, 1 a healer, rest DPS. I find it hard often to know how much i can pull, as im not that familiar with all the dungeons yet and the usual paths. But i have notice that some dungeons 60s or 70s i think, feel like im really squichy, and i rather take my time than whipe the group, also as im not always sure about the healers im paired with. Sometimes on my healer, before i got better at it, i had to ask tanks to slow down as i had truble keeping them alive. But i noticed that if i said at a begining of a run, i told them i was a rather new tank, and to take it easy on me, i usualy get a positive reponse, and a more fun and perhaps not such a quick run, but we do well, and communicate.

    But i rather pick one pack at a time until i know the dungeon and my class well enough to go ham.
    (0)

  7. #7
    Player
    RinaB's Avatar
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    Dec 2019
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    383
    Character
    Lily Jun
    World
    Seraph
    Main Class
    Dark Knight Lv 100
    If you're a skilled player you will understand if a tank of a certain job is hesitant to pull more. I personally lly don't care if a tank pulls single groups and I never pull for the group out of control and respect. All the comments here are ignoramus players probably on my blacklist. Pull what you know you'll survive, if you survive, the group survives provided your healer isn't sitting on the forums complaining about dps
    (2)

  8. #8
    Player
    fulminating's Avatar
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    Apr 2022
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    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    Quote Originally Posted by RinaB View Post
    If you're a skilled player you will understand if a tank of a certain job is hesitant to pull more. I personally lly don't care if a tank pulls single groups and I never pull for the group out of control and respect. All the comments here are ignoramus players probably on my blacklist. Pull what you know you'll survive, if you survive, the group survives provided your healer isn't sitting on the forums complaining about dps
    Which job would that be? Even blue mages pull wall to wall.
    If you’re not going to pull multiple packs, then drop the tank for another damage class. It’ll be faster and give the healer something to do.
    (7)

  9. #9
    Player
    Sqwall's Avatar
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    Jun 2013
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    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    I have pulled wall to wall since Heavensward...back when it wasn't really a thing...I just found out that I could do it competently. It became a thing in Stormblood and was pretty much standard in Shadowbringers.

    I never really considered it was toxic to pull wall to wall. Only thing you have to watch is if your healer can keep up. All depends really.

    I think the one thing that I considered toxic was a healer using rescue just to pull me through a dungeon...just to speed things up? I would just say...please don't do that. Then I would just get a dumb comment like..."Hurry Please"....which would just make me want to sandbag more just out of spite. Deliberately not use a mitigation...not AOE effectively, etc; Just the bare minimum to hold agro and not sprint between trash.

    I normally pull wall to wall, but when I get that rescue for no reason...that's where I draw the line.
    (1)

  10. #10
    Player Doozer's Avatar
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    Aug 2013
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    Eureka Orthos
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    2,007
    Character
    Gunnar Mel'nik
    World
    Diabolos
    Main Class
    Bard Lv 90
    The behavior in this thread is why tanks are always in need for roulettes.
    (2)

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