Top example of Strike dicketry has to come from the Echo Chamber strike. For the XB players here, I'll explain. In this particular test of tedium, you're gated off from the next section of the strike until one player carries an orb from its spawn point to said gate at the pace of a hobbled Paul Sheldon, from Misery. The idea is that the team 'protects the payload' while he's on his way to the gate. Repeat ad nauseam, kill boss (same mechanic exists in the boss room, 'wtf?' Am I right?), don't get Imago Loop, repeat.
Anyway, every once in a while, you'll get a pair of tossers who think they've done their job and wait patiently while you inch toward the gate.
They'll clear any immediate enemies from [i]their path[/i] and then sit (or obnoxiously emote) and wait for you. The problem is that once the orb has been collected, a new wave (and sometimes, waves - plural) of enemies spawn.
This leads to you having to sneak around the map like a paraplegic Solid Snake or dropping the orb to take on the enemies yourself and then go back to the orb's spawn point with your newly clear path you've carved.
Hopefully, you've done this before they've grown impatient and gone to orbit, though with any luck, you'll meet them again at the next gate, because they just went straight back to strike matchmaking and you still need two more players.
Like I said. [i]Ad nauseam[/i]...
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