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Báo cáo lỗi dịch thuật
That's Samurai, and I used it as an example. Ninjas have mudras to cast and reset, Dragoon has Disembowel, Black Mage has Enochian (granted, this is easy to maintain out of combat but you don't want overcap Xenoglossy), Summoner has DoT and trances where they don't want waste GCDs, Bard has DoT and Song uptime, Monk has their stance system as well as a times damage buff that I don't remember the name of. Point being, they all have systems to incentivise moving between group fast in order to maintain uptime.
A lot of these will be easier to reapply come Endwalker, when damage buffs will be applied from AoE combos too, but we're still 25 days out from Endwalker
I don't. I keep pace with the tank no matter what role I play, and when the tank stops if I have aggro I go stand on the tank for a few second so they can grab it before i move out if I'm ranged. But I stay close because cone AoEs are easier to dodge the closer you are to the target.
Nothing is stopping people who feel that way from pre-forming groups to speed run the content with like-minded individuals. If you go full random roulette you get what you get and should stick to the role you signed up for, otherwise you're griefing the other group members. If you want to pull then be the tank.
Why should a group of four adjust to one person? (assuming the person is not a sprout)
I'll be completely honest: my first instinct is to doubt this claim, because it's real easy to say you were completely reasonable and did nothing wrong while painting the opposing party as unreasonable. That said, if what you say is true then you're probably better off anyway.
I find all this grandstanding particularly funny considering it's over dungeons, of all things, content that falls over with even average play.
Pulling a single group at a time can rightly be called "slowrunning" and since it's obviously not the way the game is designed, why shouldn't slowrunners be the ones preforming groups with like-mindes individuals instead of imposing their playstyle on others?
It can be though. Most pulls have a couple of those awkward enemies that are harder to move around and fighting for enmity just makes things more awkward than they have to be.
My bad, I don't play either of them.
Outside of the couple of jobs that are known to be more complex (and bearing in mind that summoner won't be one of them in a month), keeping uptime on something like disembowel is so easy that it makes rolling mitigations as a tank look challenging. DPS rotations are largely just simple flowcharts the same as healers/tanks.
Should you not be behind the tank so you can beat on the mobs while they run to the next pack? So much for saving time, I guess.
Tanks all have a ranged attack that generates additional enmity for a reason. Just let them do their thing.
Dragoons Disembowel is literally the only self buff in the game that isn't refreshed by the AoE combo (yet, EW plz soon) so a Dragoon will need to go into single target for 2 GCDs in order to refresh Disembowel. Easy on bosses, sure. Bit more of a pain on trash. But in general this point will be a lot more redundant come Endwalker.
I mean, I try, but... Sadly I am an EU resident stuck on US servers due to friends so sometimes running behind the mobs means my latency leaves me too far back to hit them reliably. Thankfully, mobs tend to stop in place in order to channel an AoE at the tank meaning I can hit them when they're Stranding still. But "keeping pace" means keeping the same speed, not necessarily running right next to them. In the end I arrive at the same position the tank is at usually within one GCD, meaning there is very little time between the tank planting and me losing aggro.
Hum, have you read what I wrote or did you stop at the first line you quoted? ^^
I specifically adressed the "wipe" part... And the "why" tanks should pull and not others.....
With reasonable arguments and an open mind ;)
You pull it then you tank it.
If I'm the Healer in the run I will prioritize the Tank and the other DPS over the toxic DPS that couldn't let the Tank do the pulling. If they die then oh well. They'll learn eventually that if they wish to disrespect the Tank that much then they drop to the lowest on my healing priority. I'll only rez them in a pull if my Swiftcast is up. If it isn't then they can either run back or wait and kiss the ground while we clean up their screw up.
But if I'm playing as DPS or Healer, obviously I'll adapt to the playstyle the tank is most comfortable with. If they pull wall to wall, great, I'm all for it. If they don't feel up to it for whatever reason, then I'll respect that. If a DPS wants to go faster, they're the ones who should be communicating and asking if the tank is okay to pull more, not running ahead and bringing a mob back to the tank without a word.
Because again, if you absolutely want everything to be pulled, then play tank, it's clearly the role for you.
Taking enmity from a DPS is so easy it takes a single button press. At most two. If a DPS gets aggro they go stand next to the tank who is obviously AoEing, because that is the correct way to tank in order to keep enmity on large group. If they do, the tank automatically gets enmity on all enemies and the DPS loses enmity. The tank is now tanking and the DPS isn't.
The tank would need to ask because the norm is wall to wall. When you go against the norm you do so at the benevolence of the rest of the group, so the least you can do is be polite and inform them about it. They can then decide if they are ok with it or votekick you to get a tank that will go wall to wall. Most people will be unwilling to wait for another tank and as such will accept it, but the person not wanting to go wall to wall is the outlier and as such should not do so at the expense of the other 3 players, but with their express approval.
And as for tank pulling to much that def happens allot especially in lower level dungeons
i think they forget how little healing skills -especially oh ♥♥♥♥ ones- at low levels and they die
or they pull so many mobs there being hit by auto attacks all at once that takes 40% of there hp every 2sec sure if a blow every thing i got i can keep you alive for about 10sec then you die
been plenty of times tanks just go all out in pulling then die over and over again spend 5min on 5 pack of mobs that would could of killed in 2min if you pulled abit less
This is not true. Your preference does not a norm make.
Generally as tank I will pull everything unless the healer specifically asks me to take it slow. And that's a request I will certainly acquiesce, since I can understand a healer feeling a bit overwhelmed. I doubt a healer who knows what they're doing like you would have any trouble.
I feel that's a bit disingenuous. As a tank main who is exactly the kind of player who pulls everything all the time, I've never felt the need to push my standards on other tanks or like my way of playing was a norm. Another tank stopping after pulling one pack is enough non-verbal communication for me to tell that the tank doesn't feel comfortable going further. I never felt that was a disrespect to me, or that it was at my expense. Tanks don't need my permission to play how they want to play.
Enemies have no leash distance in dungeons in this game, they will follow you until you stop. The dungeon will mot let you pull too much because there are gates that block your progress every two or three packs that will not open until all the enemies are dead. Tank mitigation is more efficient the more enemies are hitting you, and DPS skills do more damage per GCD the more enemies you hit. All of these very deliberate design choices hint at pulling the most enemies you can is the designed for way to play the game. If you have enough item level to be let into the dungeon you have good enough gear to pull wall to wall. I'm speaking from experience here.
By that same virtue, DPS also don't need permission to play the game how they want but that is literally the entire premise of this thread.