I hate dungeons now

I hate seeing the same thread being posted over and over on a non issue

3 Likes

Easy fix, stay with the tank. Also next week when mythic dungeons release it wont be wall to wall pulls anymore. Get rdy to have to deal with actual mechanics in the dungeon. Get rdy for the insane amount of Wah Wah Wah on the forums about dungeons to hard now.

Itā€™s also near impossible to die as a tank in ff, add to that the fact that aggro is also not a problem because you hit something once and itā€™s on you forever (assuming tank stance), and its little wonder that ff has people pulling to the bosses.

Itā€™s the best way to do a dungeon the only thing that messes it up is if you donā€™t tag a mob, and one of your team starts blasting. Which they shouldnā€™t do in ff because like I said the tank is invincible

ā€œAre you not entertainedā€?

2 Likes

Tbh I wish they would bring back Mop style 3 person scenarios. Where tanks and heals were not required for the most part. Was nice to have one, or the other in a group sure, but not needed overall to complete. Better than having to run with a mouthy Bronzebeard also lol.

1 Like

There is literally no such thing as passive aggro generation.

If someone other than the tank pulls aggro, it is because someone is hitting, healing, or straggling when they shouldnā€™t be.

Furthermore, just because something is teeing off on you does not mean you have aggro. Plenty of mobs focus while still being aggroā€™d to the tank.

Sorry, Iā€™m just really tired of people screeching ā€œaGgROā€ when they donā€™t understand how it actually works or how to avoid it.

You not understanding how the meta works does not mean the tank is bad.

there are several passive healing effects from healers that can pull aggro if the tank has only face pulled.

1 Like

Donā€™t be gross. You canā€™t read a tankā€™s mind and automatically position yourself ahead. You also canā€™t predict when they will line you. Tanks all play differently and not all follow the same pulls. They also arenā€™t really good at knowing how much they can pull right now.

If you want to do better, you need to realize your limitations.

1 Like

A good tank always looks over their shoulder to see if heals is there and has mana ā€¦ youā€™re simply playing with rotten tanks.

3 Likes

well there is follower dungeons

At least in the FF dungeons Iā€™ve done people communicate. Here tanks run, dps does what it does and the threat bounces around the party leaving the healer to pull their hair out. Iā€™ve been fortunate so far this expac that I havenā€™t had any hateful people when they die. When I hit 80 and started doing some normal dungeons, there were tanks that would pull 6 or more packs of mobs when they could. My heals as a fresh 80 SUCKED so there was death and lots of it :stuck_out_tongue:

Itā€™s gotten progressively worse. Stop being obtuse.

1 Like

I blame that healer who said they didnā€™t want to dps on downtime . welll gratz now everybody is cooked

dungeon exp in War is probably the worst to date at this point i dont even want to do mythics next week.

Normal and heroic dungeon pulls right now feel just the same as they were for the entirety of Shadowlands and Dragonflight. If a tank wasnā€™t pulling everything to the boss, the tank was intentionally slowing down the group.

How has it gotten progressively worse, if its exactly the same? And you are calling me obtuse?

Re-read what you wrote and see the issue with your moving of goal post or you clearly didnā€™t word your opinion well.

Yes, see above why.

100% true. Maybe not the EVERY dungeon part. But maybe it was EVERY dungeon for you. Regardless itā€™s a huge problem and players are starting to voice their opinions about it more and more.

Keep making your voice heard on this subject. Itā€™a a MMORPG dungeon where players are expected to be considerate of each other.

1 Like

Maybe the healer should have been focused on healing, or a battle res sent out. Idk.

Do something, for the love of god.

In FF XIV, thereā€™s always a wall, meaning that even if a tank pulls a lot, they canā€™t just keep going. They need to stop and address what was pulled because they literally canā€™t progress any further if they donā€™t. Thereā€™s a bit of a difference. That also makes dungeons more tolerable, in my opinion. I main a tank over there. Itā€™s all about reading the room and seeing what the party is capable of.

Healers arenā€™t robots and can make mistakes. Also not every group has a battle rez.

Iā€™ve said it in other threads but Iā€™ll say it again here because it is a major issue. Tanks are playing badly because they can. Tanks can heal more than the mobs can damage them. They literally donā€™t need the rest of the group.

To stop this the tankā€™s self-healing needs to be lower than the incoming damage so that they canā€™t run off without the group because if they do, they will die. One way to fix this is to increase damage as you said. But this comes at the cost of volatility. The more stable solution is to severely reduce sustained self-healing for tanks. This means that tanks will need to care about the rest of the group (specifically the healer) as they will die without them. It will just take 10-15 seconds instead of 2, which makes it more forgiving of innocent mistakes.