(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!