How about this bunch of fail?
1. no one in party has the right gear
2. first time doing dungeon
3. everyone speaks a different language and can barely understand each other
4. squishy tank can't hold aggro, squishy dps commence running willy nilly
5. no one has leaves
6. boss decides to constantly switch aggro
8. Tank forgets to bring Master Red potions.
=> Everyone remains optimistic about getting through the dungeon despite all these factors/ blames you for not being able to heal squishy people running around.
Both replies are quite arrogant.
1.) There is no such thing like the "wrong gear". It's either personal preference or play-style.
Imagine the following 4 changes:
- The level cap is increased to lvl 60 (hard mode raids require lvl 60)
- Colo gear is only usable in Colo, the required lvl is 60 or the"outside stats" are equivalent to union gear.
- Create a level requirement for Pandora Gear
- Refining your gear (+1 => +2 f.e.) increases level requirement
I think with these changes, there won't be a discussion about "wrong gear". Just because there is a way of "cheating in" unbalanced gear makes it a habbit for people who obtain this sort of gear to blame everyone else for not having it....
2.) There is a "First time" doing a specific dungeon for everyone.
That's not a bad thing. Personally, I liked these moments the most, when noone in the group had done the dungeon before. On contrast, I always disliked the groups where an overpowered char rushed through.
I am glad that I had this moment several times: Wolves Cave, Temple of Sea God, Secret Forest Tomb, Cursed Ghost Ship and Sandstorm Fortress.
The experience to see Drake for the first time was much more special. If I were told that there is a "cheat" to reset him... or that everyone can jump into the wall to reset Moonie would have ruined this experience.
As another enlightening example: Sandstorm Fortress:
Noone knew that some enemies in this dungeon would respawn. So after the first 'usual' and of course 'unintended' target-misclick by the ranger, it never happened again. We've sent the rogue in to scout the area, we discussed more about how to fight an enemy. It was also frustrating to get defeated several times by Eremis, but it was also great when we finally won.
If someone had told me before that the tornado can only move across 1/2 room in any direction and therefore it's wise to fight by the throne first, I would have benn disappointed.
3.) Speaking the same language helps, but this isn't essential
If everyone knows his/her role in the team, there are no complications. It's only gets frustrating, if you want to "cheat" or you are too focussed too much on a certain strategy and you feel that you have to explain it. Wanna explain how to lure cheat vs Humbaba to an Brasilian... that's hard.
4.) Tanks aren't interested in the threat meter
This sounds odd at the first moment, but it's pretty simple. All the tank CAN do is to attack at his/her full potential... and he will do this. Sometimes he might get stunned, silenced, transformed, etc., but the rest of the time he will "tank & spank".
If some DPS outruns the tank in threat, it's the fault of that DPS player... it's really that simple.
Assume that the tank simply CAN'T do more damage AND he already gets a x400% bonus, the DPS most likely has overpowered gear AND/OR he ignored all adds (minor monsters spawned by the boss).
So the only right way to avoid this problem is for the DPS guy to slow down the attacks or to simply stop them. Basically, there is no other choice. And it's not a bad idea in general. I'll explain this later.
However, it's also a fundamental fault of RO2. Other games did it better: In Dragon Age 2 for example, the DPS classes have skills that reduce threat... In this way, it's a switch of responsibility from the tank class towards the DPS class.
5.) Leaves are a bad design and therefore should have been omitted from the game
Why? Basically it's not that important WHY a character dies, but what does that mean for other party members:The only benefit of the leaf is that you respawn on site not outside the dungeon... and therefore all the leaf does is to reduces the time all other players have to wait.
The final question is, whether waiting for 30-60sec is worth 5 Zeny or not AND whether those who didn't die should invest in this. So RO2 should omit these leaves and invent some minor Spinel Potions f.e. where you can resurrect yourself either when either not in combat or with 1 HP / 0 SP (if the first option isn't possible).
8.) If the main tank has to use pots, something is going extremely wrong
This might sound odd, but its my main argument against DPS in general. Nearly all bosses in the game create a special attack based on HP-loss or based on remaining HP. Eremes f.e. ALWAYS creates 2 tornados... there is no way that he creates just 1 (if you kill him fast) nor does he ever create 3+. The real issue is whether or not a healer could outheal the "usual" damage of a boss... and usually, the answer is "yes".
But what's about the "special attacks"?
They never occur in succession, so there is enough time in between for anyone to heal themself. If you don't liike this, a simple deluge is also enough. That's why you can kill Bapho even if all but healer and main-tank are dead.
My statements are a bit different:
A.) If the Sorcerer uses Land of Recovery on himself
As stated above, it's all about keeping the main tank alive. And any additional heal effect is welcome. If LoR is casted on the Sorc, it's useless in 90% of the time. And in case an AoE hits the rest of the group, Deluge and Sanctuary is enough.
B.) The damn 2sec for Sanctuary to create an effect
I still don't know why the game developer did this. It would have been simple to say: Sanctuary heals 80% now and every 2sec thereafter... this delay can become critical in rare cases.
C.) Sanctuary stopped because I moved 1cm
Why did they do this? They could have reduced my movement speed by 80-100% and stop the effect when I use a skill (similar to Hide).
D.) I select a raid member on the raid screen but in reality, I select another character
Ragnarok 2 is THE ONLY EVER EXISTING game (I know) that doesn't implement a mouse-event-propagation rule. It's a software engineer view of it... so in other words: You can click only on things in the foreground.
E.) Recovery isn't working
Why do they create skills if they aren't working or do not add any value to the game? Simply skip it and implement it later... It would be so cool if Recovery could end Stainer from poisoning you... but hey... nevermind.