Learning to Tank is so much nicer in FF14

Yeah, I still may ask for a refund or, if they’re unwilling, ask them if I can just use the SE site direct.

It’s not easy to get a hold of them but I’ll try it next week. Too tired and annoyed to do it now. Ty for the idea.

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I’ve had more people fly off the handle at me for not sprinting through dungeons as a tank or skipping bosses than I have in FFXIV.

See how that works?

It’s not there is less communication in parties. It’s that the culture of FFXIV is geared towards helpfulness and squelching hostility, from the devs down to the players.

Hell, one of big reasons people tend to take it easy around newbie tanks is that the sprout symbol is a literal “I PROBABLY DON’T KNOW WHAT I’M DOING, SO BE PATIENT” sign on their heads.

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What’s your point? There’s nothing to see “how it works”. I’m stating my experience with it. Believe me or don’t, it doesn’t matter.

All games have a crappy side to their community.

Sometimes even returning players/mentors forget Boss mechanics, no big of a deal, you can’t remember every single thing in the game.

Suddenly going AFK for 10 minutes without a word? No problem, we’ll just finish the Trash up to the boss and wait for your return(Player discussed with his wife the dinner plans, RL can always happen suddenly and that is okay, everyone has been in a similar situation).

Healer tries to put pressure onto the Tank to pull larger groups? Ey, be patient, sprout sign over their head - probably their first time, no stress(even if you don’t have that sign over your head anymore, it could be that you are trying for the first time to tank a dungeon, no worries there).

Overall… I had tons of fun as Tank/DD. Just… Try to avoid Castrum. Some more experienced Tanks go bonkers in there, hard for the whole group to keep up/being the 2nd Tank(the only place I didn’t like as a Tank).

Now onto World of Warcraft… I really do enjoy Chromie Time, locked my druid at level 10, being the Tank. Due to scaling my damage is around, depending on the group, at a constant 60-70% of the group damage. This means that I can choose if I want to make the dungeon short and quick or cozy and talk to other people.

Short and Quick: No worries about Aggro, damage you’re dealing isn’t a problem, you can try out rotations or even level faster that way.

Cozy: If you die and you start at the entrance, don’t worry, I’ll wait for you, building a small campfire or using toys to amuse the rest of the group. If you aren’t that experienced as a healer, I’ll make it a lot easier for you. Just enjoying the game after a stressful day of work.

Sometimes though even that isn’t enough for certain players.

When the DDs start pulling stuff because neither of both paces are fast enough for them, they… Well, they die. Same goes for the healer when they want a run almost as fast as a Speedrun(which… It almost is with the 1st option).

Did I mention that on level 10 that I don’t have an AoE ability? Yeah… See how well that will go. Not letting me to have at least 1-2 seconds to get the Aggro of all the Mobs that I pulled and your first ability is an Aoe? We will not have a good time… the healer at least won’t.

Don’t know if it helps to lower the “ogogogo I need those fewer seconds per Dungeon” mentality, but at least I try to do that. :sweat_smile:

To be fair, the OP mentioned something great about one of WoW’s biggest competitors, and mentioned that it is something that WoW is lacking, and made a suggestion to try improve that area of WoW. So, this is more or less on topic.
Blizzard getting inspiration or ideas on how to improve on something that someone else already does better, would hopefully help improve WoW for the better.

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It’s a social problem, IMHO, encouraged mostly by the competitive nature WOW creates.

People act like jackholes in FFXIV, they get slapped down because the system is set as such, helpful players are rewarded with upvotes, and bad players get advice if they ask for it. And you want those because so much is invested into a single character - even getting to max level can be considered an investment because of the amount of road bumps the story creates for you (which is not a problem for those who like the story, but players obsessed with endgame may just pull a Pay-to-Quinn).

People do the same in WOW, nothing happens: there’s literally no consequences for acting like…well, anything. There’s no system set in place to reward good behavior, only good results. If you want to get away from it, you swap to an alt and nobody is the wiser. Making the game cross-server makes the problem even worse: you can’t possibly blacklist so many characters when you’re connected to two or more servers. Every three months, I have to clear my blacklist and just hope I never run into some people again.

But the thing is…social problem, social solution.

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Also, in the chat box,

“ONE OR MORE MEMBERS ARE NEW TO THIS DUTY. AS A RESULT, A BONUS REWARD WILL BE GIVEN FOR FAST COMPLETION OF THE OBJECTIVES”

I don’t know why they specifically say “fast completion of the objectives” because the Newbie Bonus always applies no matter how slow you are in the dungeon, but there’s a HUGE reason why newbies are liked in XIV.

I love it when I see the newbie bonus. More Tomestones, more XP, and more gil when I finish the dungeon? Heck yes. Put a newbie in ALL my groups, please!

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Yep how does a tank even lose threat , unless your 30 item levels below someone , it should not happen . Just so tank have to use their taint button ? Is that the reason ? And the affixes with pre determined routes is awful .

Might try Vengeance DH instead of Bear Druid.

The latter seems to be best when aligned with the Night-Fae, whom I’m sick of joining. Vengeance seems best when aligned with the Kyrian, and their transmog looks sick as too (angel-look + demon-hunter = awesome).

Sure hope Vengeance is pretty good at tanking too. Although granted I don’t see myself doing super-high Mythic keys or Mythic raids.

FF14 logic: Oh my a new play cant wait to get 2x free thing
WoW logic: Oh a new player. Leaves the instance

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A lot of times, people in WoW are afraid to say they are newbies so they just say nothing and hope they can do “good enough” that they won’t get kicked.

So, a better analogy:

New Player in 14: “Well, at least I offer everybody including myself extra rewards!”
New Player in WoW: “I better not tell anybody I’m new, or I’ll get kicked… hope the bosses don’t have obtuse and hard to understand mechanics!”

For me as a tank in ff14 there is always a healer shortage.

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Well WoW used to be so big that it’s hard to believe that anyone is a genuine new player, so in WoW there’s only “bads” and “not bads”.

Partly because many experienced tanks want to gogogogogogogogo regardless of whether or not the healer wants that or not, lol.

I remember, I took a hiatus and I came back and I had the returner icon and everything, and I Q up for an expert and first thing the tank does is mash the sprint and I’m like “dude, this is my first dungeon in 3 months, could you just chill some?” lol.

I bet a lot of people don’t like playing healers because of it.

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So, in FF14 if you level up your rank in your Grand Company, you eventually become high enough of a rank to gain followers. You can then use those AI controlled followers to create a party with and play in dungeons. The AI isn’t the most reactive or the best by any means, but it’s honestly impressively decent.

Anyway, all of that to say—if WoW could implement something similar where instead of running dungeons effectively solo for exp/gold/whatever…have it be a training sim type thing.

Like imagine it—you can sign up to tank/dps/heal existing old dungeons like Deadmines, Black Fathom Depths, and/or Wailing Caverns and run through them with an AI party. During/at the end of the dungeon you will be graded on how well you’ve done. If somebody in the party dies while you play as a healer then you fail, if a mob pack/boss takes too long to be killed while you play as dps, then you’ll get overwhelmed/trigger boss enrage and die/fail, if you fail to use proper mitigation/threat gear/abilities as a tank then your party wipes and you fail.

I think that type of thing in any MMO would go a very long way in helping create players who know what they’re doing by the time they reach max level.

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Yea im sure there’s a ton of cool ways they could implement some tanking practice but i do like what you described a lot. Lets you get a general idea of what its really like without ANY of the pressures associated with learning in a group. Which im sure has to be the biggest hangup for most people debating on giving it a shot.

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most people i’ve seen on reddit insist that you’re not a great healer if you don’t also sprint to keep up with the tank when they do this. like you idiots are saving a couple seconds max, it’s so not worth it to push that nonsense on everyone else. dungeons are short enough as it is

Even more relevant when you consider how bad the original FFXIV (1.0) was, and that the re-made version was so much improved precisely because the dev team looked at and played other games - notably WoW itself - to get ideas.

I don’t mind sprinting to keep up with the tank, but some warning on the very first pull would be nice.

Also, sometimes if I’ve not healed in awhile, it’s very stressful to keep a tank alive when they pull all of the 2-3 pulls until the first barrier simultaneously, esp. if the tank isn’t good at using defensive cooldowns, or is undergeared. Then it’s just a nightmare.

And if a wipe happens, well. We coulda done that faster if they had just pulled one or two groups.

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