Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 26
  1. #1
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60

    RAISE Improvement - Please

    (Since we no longer have a "Battle System" or "Other" section, I'm putting this topic in Dungeons (since we see the problems the most here).)

    To: Yoshi P and the Combat Team,

    One of your main directives that you keep harping on to us in your decisions is to make this game as "stress-free" as possible, for all types of players. Currently using "Raise" (reviving someone) after someone dies is flawed and needs some adjustments:

    * Please grant the person being Raised a small window of Invulnerability. When someone gets Raised, they are Animation Locked (stuck in animation) for what feels like 7-8 SECONDS, and completely vulnerable to any incoming attacks.

    They cannot move, they can't dodge, they can't do anything. On more difficult fights, this usually results in the person who just Raised, being killed instantly again, without ANY chance of moving or using defensive maneuvers, etc.

    I know the arguments already from the white knighters, "Just learn to get up at the right time." or "It'd be way too powerful if you had some invulnerable frames." But there are some fights that just are too punishing without it (e.g., Titan Hard after Heart, or there are Random Attacks that happen that don't follow a pattern).

    Consider the Penalties Death already imbues on the player and party:

    * Penalties Already In Place *
    • Dead Person is unable to contribute to the fight. Their DPS/Healing/Enmity, etc. is all "zero." The entire party's fight is already slowed down because of this.
    • Raised Person has Weakness for 2 Full Minutes. They are at a big disadvantage.
    • Raised Person starts with a tiny fraction of their HP (maybe 20%?). They'll have to scramble and be extra careful to even stay alive at this point.
    • Any Subsequent Heals to restore some HP on Raised Person is subject to Healer's CASTING Time (another penalty / delay).
    • A Healer has to divert their attention away from keeping the party alive long enough to Raise (which has a long cast time (if you don't have Swiftcast, or it's on Cooldown)). The entire party could wipe just on the risk of Healer trying to raise someone.
    • It takes a Huge chunk of MP away from the Healer to cast it.
    • Raised Person is already stuck in a ridiculous 7-8 Second Animation, LOCKED from doing anything.
    • Even after being Raised, that player has to re-acclimate themselves to the fight (making sure what attacks might be incoming, staying away to get Cures, Buffs, eat Food, get ready, etc.), and that's even more downtime (penalty).
    • Gear Damage. Person who died sustains Gear Damage, which costs them Money to fix.

    It's the most frustrating thing in many hectic battles when you're trying to Raise someone (or getting a Raise), only to get hit by an attack while you're Vulnerable and completely Animation Locked, unable to do anything. Raise -> Die -> repeat.

    In some battles, like The Binding Coil of Bahamut, Caduceus, we've seen examples where just as someone was Raised (stuck in animation), Caduceus spits its Acid Attack (which is RANDOM as to where it spits (so no "learn the pattern"-answer is going to solve that)) and the Raising person dies immediately (not even able to move or do anything about it).

    Yoshi P, you remove Animation Lock from all Weaponskills and make attacks look silly at times (insta-moving and casting / fighting), but it's for Gameplay and relieving "stress" as you say. Yet you keep Animation Lock for Raise?!

    A person being Raised can be hit by any incoming Attacks from Enemies, but *can't* be affected by your own helpful Party Members? (e.g., Healer trying to cast a Stoneskin or Heal you mid-Raise)?! How is this fair?

    It's inconsistent and arbitrary.

    Finally, if nothing else, you say you want this game as "stress-free" as possible. The Raise mechanic is a huge source of frustration. There's a difference between "learning when to get up" (strategy), and "that was just cheap / unfair" (getting hit by additional attacks that can be random in a fight), and dying instantly before you can even do anything.

    There's no "exploit" if you added a few frames of Invulnerability when you Raised. Having an entire party, let's say, try dying before a Primal's 2 Hour and Raising after is worthless with all the time it takes to cast and raise everyone, let alone all the other penalties mentioned above.

    Please improve Raise / Vulnerability situation.

    Thanks!
    (34)
    Last edited by Kiara; 09-28-2013 at 03:50 AM.

  2. #2
    Player
    Bethaiah's Avatar
    Join Date
    Aug 2013
    Posts
    9
    Character
    Karabree Worm
    World
    Louisoix
    Main Class
    Conjurer Lv 50
    Seconded +1
    (2)

  3. #3
    Player
    Bookoo327's Avatar
    Join Date
    Sep 2013
    Posts
    2
    Character
    Amy Pond
    World
    Diabolos
    Main Class
    Arcanist Lv 50
    Yea, I agree. The animation lock is the most frustrating part of raise mainly because it is almost impossible to judge it.

    Maybe if we were at least able to heal or protect that person during the animation would help, but I don't think spells even land during it. (not sure if I am remembering this correctly.)
    (2)

  4. #4
    Player
    Bridgeburner's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    155
    Character
    Doctor Witch
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 86
    I'd like a Raise change.

    I'd also like to know how you got a 4,300 character post into a system that rejects submissions over 1k characters.
    (1)

  5. #5
    Player Sinth's Avatar
    Join Date
    Sep 2013
    Posts
    424
    Character
    Sinth Reborn
    World
    Gilgamesh
    Main Class
    Lancer Lv 52
    I agree. At this point in time, Raise is almost useless except for strong DPS check bosses like Demon Wall or Titan. If someone drops in a fight, it is not even worth raising them because the risk of them dying before getting back in the fight is too great and the costs of the raise are too high.
    (2)

  6. #6
    Player
    Alexander_Dragonfang's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,042
    Character
    Alexander Dragonfang
    World
    Zalera
    Main Class
    Lancer Lv 70
    The whole raise sistem starting up from the accept it or not pop up is ridiculous.

    At least when in party it should be inmediate and shoul made the character invulnerable for a short time to at least put himself in a semi-secure situtation.
    (1)

  7. #7
    Player
    James1213's Avatar
    Join Date
    Sep 2013
    Posts
    59
    Character
    James Carver
    World
    Exodus
    Main Class
    Gladiator Lv 50
    I would like this change too. Or at the very least let the raised person be able to benifit from a heal


    You can get pass the 1000 char limit by going and editing your post. Just cut out what was above the limit, post it, edit it , paste in the rest
    (3)

  8. #8
    Player
    Yuufarlc's Avatar
    Join Date
    Aug 2013
    Posts
    83
    Character
    Simone Winterlust
    World
    Behemoth
    Main Class
    Arcanist Lv 33
    Offtopic really, but at least thers an in combat raise, they could have been like many other games and forced one to be "out of combat" in order too use it, i know in wow for example theres druids battle res, and proactive raising like warlocks soul stones/ But they implemented long cd to avoid abuse. Makes the importance of all classes and roles playing correctly important. Atm im seeing so what dps dies raise and u still finish, but tank or heals does and its a certain wipe. If lacking one dps means fail too them dps would be more forced to play with care
    (0)

  9. #9
    Player
    Kikosho's Avatar
    Join Date
    Mar 2011
    Posts
    471
    Character
    Shanoa Varhara
    World
    Excalibur
    Main Class
    Samurai Lv 90
    Another quirk about raising someone is being unable to heal the person until a certain amount of time has passed. Should SE add a dungeon similar to AV from 1.0 with it's poison rooms, the raised person will pretty much die immediately due to the lack of a heal to help them survive the poison.
    (2)

  10. #10
    Player
    ntall1's Avatar
    Join Date
    Aug 2013
    Posts
    300
    Character
    Johra Burgers
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    I came into this post thinking I was going to disagree with the OP, but I can not disagree with anything said here.
    (0)

Page 1 of 3 1 2 3 LastLast

Tags for this Thread