You might want to address your IQ level concerns at developers who base the reward for these things on dmg...Personal rant but, would healers at least remember to heal in FATEs? I just tanked the named fate Go, Go, Gorgimera and got hit by one of his attacks half my health gone. I was on this half health for a good long period of the fight and not a single heal was thrown my way. Sure enough due to latency I got hit by another of his attacks and down I go, the train proceeds to finish the boss off and leave all the dead people behind. Oh and I got a silver, was there from the start and tanked him the whole time.
TLDR: Heal your tanks please? Not all of us are terrible like the ones you find in duty finder.
<tab> 1 <tab> 1 <tab> 1 <tab> 1 <tab> 1
That's all I do in FATEs.
Why when I go dungeon people get sad when I do same?
FATEs, when only a few people are involved, are a very interesting and fun distraction when travelling through Eorzea.
FATEs, when people camp, and move in dozens (hundred?) at a time such that the only way you can get credit (or contribute) is by tab/1/tab/1 or lots of AOE, is a terrible design.
Perhaps if they made their frequency and location unpredictable, and the rewards far less, then it can be avoided... (of course they would have to ensure there are other suitable means of leveling, perhaps dungeons without bosses?)
Touché.
Agreed. This mentality of "Not in my party? No heals for you!" and the people who defend this behavior is just mind boggling.This is... Disgusting. Absolutely disgusting.
FATEs are flawed by design if this is the mentality being espoused.
There is something wrong with the design behind FATEs and this is exactly it. The fact that healers aren't rewarded for doing their job is a flawed design and should be changed.
To think that the only way to contribute is to do damage is a flawed assumption. And counter to absolutely everything the rest of the game tries to teach the people who play it.
FATEs throw away everything you learn in dungeons. Everything you learn in Guildhests.
And yep, FATEs lower people's IQ.
I sincerely hope something is changed to encourage group play in FATEs.
Pretty much this. Healing someone who isn't in your FATE party during a FATE is effectively "taking one for the team", because you will be giving up your gold to guarantee everyone else can get one.
There is nothing mind bloggling about it. If you heal someone in your party, you get some FATE credit. If you heal someone out of your party, you get 0 FATE credit. It has nothing to do with a mentality or behavior, and everything to do with game mechanics. Everyone here is angry that they keep getting less than gold because they aren't being healed, and yet are getting angry at healers for not taking less than gold due to healing them.
That sounds like a pretty hefty sense of entitlement, and THAT mentality is mind boggling to me.
Last edited by Tolmos; 09-30-2013 at 07:55 PM.

Maybe I'm wrong, but healers DO get credit for healing their party, but only after tagging a FATE mob, i.e. Aero a single mob when you arrive at the FATE, then healing your party will pretty much guarantee a gold everytime.There is something wrong with the design behind FATEs and this is exactly it. The fact that healers aren't rewarded for doing their job is a flawed design and should be changed.
To think that the only way to contribute is to do damage is a flawed assumption. And counter to absolutely everything the rest of the game tries to teach the people who play it.
Well, a good first step may be to actually join a group if you want group play benefits. As a member of a group, my first responsibility is to heal MY group.
I would sum down my problems with FATEs as they stand to about four points, monotonous skillspam aside:
1) Reduced need to know the core mechanics of your class.
2) Rewards are based mostly on "monster tagging" and DPS.
3) Reduced need to gear up while leveling up, thus reducing the usefulness of trade classes and getting things from the marketplace.
3) Reduced need of touching dungeons after the first story run in both gear- and XP sense. This leads to great difficulties if you're required to progress with the story on a new character/as a new player after the initial rush.
Public quests are a fun mechanic, but the very low difficulty and very high rewards of FATEs lead to some severe imbalances elsewhere while they're as easy as they are when the participant count of a single FATE begins to rise.
Last edited by Moontide; 10-01-2013 at 12:21 PM.

I just did Behemoth and was in a FC party healing. Everyone got silver or higher in the party except for me and the other healer, we didn't get anything at all. I am never ever healing a single FATE again.

Don't mind me, but i am not so internet word abbreviation savvy, but what does "TLDR" exactly stand for?

disgusting attitude and these are the people that I absolutely loathe when doing Fates. People have to remember that we all work together to get the reward. If the tank dies then he can no longer protect the healer who is out to get the reward, therefore it is in the healer's best interest to heal the tank. I've actually seen this happen in real time at CPP and the Chimera proceeded to wipe everyone doing the Fate because healers were too lazy to heal the tank. If they have a problem with targeting tanks then buy a freakin mouse so they can easily click on them, it's not that hard. I'm sure everyone has a usb mouse lying around, yes, it works on PS3.Remember, these are people that have no connection to you, they could careless and honestly, they're not required to heal or revive you. I see no reason as to why a healer should sacrifice rewards to heal or revive someone. It's nice when they do, but NEVER expect it.

all you have to do is keep a DOT on the target at all times, go back to healing and you'll get full rewards.
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, but what does "TLDR" exactly stand for?


