View Full Version : Weakness Duration in 2016 - Can we finally get adjustments to this?
Zuidar
03-14-2016, 04:33 AM
Back in early 2014, there used to be an announcement plan toward adjusting the duration of weakness when revived with Raise however those plans were then on pushed back and then was just never brought up to address anything regarding this adjustment.
Here we are now in 2016 still no word on this subject. I thought it would be appropriate to bring this back up looking at where we are at this point of FFXI so we can give out our thoughts about this and hopefully the Dev Team take this into consideration with ideas to adjust weakness timers
They did change the weakness timers for besieged but I think that's it...at the very least they should be reduced for all timed battlefields.
Zuidar
02-05-2017, 03:02 PM
They did change the weakness timers for besieged but I think that's it...at the very least they should be reduced for all timed battlefields.
Besieged is really old 75 content. But like you said, at the very least for timed battlefields they should be reduced. We should be able to just get back into the fight at least sooner than just the waiting 5 minutes for weakness to wear, oh wait you died again after 4 minutes, that's another 5 minute downtime ><. If only they could shave off weakness duration by 90-120 seconds maybe.
Domille
02-05-2017, 05:40 PM
+1 for this, 5 minutes is a damned life time, I've got better things to do than stand around for 5 minutes while weak.
Songen
02-05-2017, 07:32 PM
to be honest, i wouldn't mind the weakness timers be based on the teir of spell, Arise for example having 1 min weakness, raise 3 having 2 min, raise 2 have 3 min, and raise 1 have 4 min
Sirmarki
02-05-2017, 10:12 PM
I think about 1 min tops down time.
I mean, dying itself is a pain in the neck, what with losing food and buffs. The extra 4~mins downtime just add's insult to injury really.
Jakuk
02-06-2017, 12:18 AM
to be honest, i wouldn't mind the weakness timers be based on the teir of spell, Arise for example having 1 min weakness, raise 3 having 2 min, raise 2 have 3 min, and raise 1 have 4 min
Issue with that is people waiting for a specific Raise they want, and not realising in the time it takes to wait for said spell you may have been better off with another.
I think there should be buffs for tiers, but not Duration of Weakness. Raise should be 3 Minutes, with a 30 second Invincible effect with a block on Melee'ing when in effect when raised.
1 Minute or even 2 minutes, is just way too short.
Aysha
02-06-2017, 07:35 AM
Given that you lose a whopping (/sarcasm) 700xp when you die and homepoint without raise at Level 99, there really isn't much of a point to Raise 2 and Raise 3 anymore.
This would be the perfect way to give these spells some relevance again -- reduce the Weakness timer if you get a better Raise (and/or Reraise).
Weakness is a game-breaking debuff, said weak person is literally unable to participate whatsoever in battle because of the ridiculous strength of the debuff, and given how long Raise spells take to cast, and how much MP they gobble up, it really isn't that practical to make use of them in single boss fights, because even if you did get back up, you gotta wait 5 minutes until you can actually be useful again. And even then, when weak does wear off, you're still missing a ton of HP and MP for a few more moments.
I very much approve the idea of making Raise 2/3/Arise shorten the weak timers.
Songen
02-06-2017, 06:25 PM
considering raise was originally timer for events when killing mobs was slow in comparison to now, since we have so many battle fields and pop mobs that have a 15min battle time, fixing raise to a lower time is indeed better, i like that 30second invincible suggestion, i have dreaded so many fights when i time my raise for after it WSs, only for it to throw a spell straight after to kill me again
Jakuk
02-06-2017, 09:29 PM
considering raise was originally timer for events when killing mobs was slow in comparison to now, since we have so many battle fields and pop mobs that have a 15min battle time, fixing raise to a lower time is indeed better, i like that 30second invincible suggestion, i have dreaded so many fights when i time my raise for after it WSs, only for it to throw a spell straight after to kill me again
It's ridiculous, who makes a long drawn out raise animation that you're able to be KO'd during.
Sirmarki
02-07-2017, 01:19 AM
It's ridiculous, who makes a long drawn out raise animation that you're able to be KO'd during.
Worst one is when your char [finally] stands up and then casually puts their weapons back in their holder in the face of another possible death :)
Zuidar
02-07-2017, 07:45 AM
Okay this was back in 2014 for the Feb update they were planning to adjust the duration of weakness and base it on the tier of Raise spells and reducing the EXP penalty in the event of K.O.. They only reduced the EXP penalty while the weakness duration implementation was "pushed back to a later date". They eventually did a freshly picked vana'diel for February 2014 http://forum.square-enix.com/ffxi/threads/40279-Freshly-Picked-Vana%E2%80%99diel-4-Digest?p=494679&viewfull=1#post494679. In this quote
*Easing of the death penalty
The amount of experience lost when being knocked out has been reduced to one-fourth of the previous value. Moving forward I’m thinking to get rid of experience loss completely, but how do you all feel about this? Also, if we do this, we are also thinking to have different weakness times in order to add value to the different tiers of Raise.. And now for a long time, this subject wasn't brought up and never heard any word or update regarding this and eventually just ignored it
Raydeus
02-07-2017, 09:18 AM
Agreed. There should be a period of invincibility after raise, and they could make it so you can't take any action other than moving and /heal in the 30 or whatever seconds you are invincible to prevent abuse.
And if I had to choose an effect it would be something similar to the invisibility effect in the original Castlevania.
Jakuk
02-07-2017, 09:53 PM
Agreed. There should be a period of invincibility after raise, and they could make it so you can't take any action other than moving and /heal in the 30 or whatever seconds you are invincible to prevent abuse.
And if I had to choose an effect it would be something similar to the invisibility effect in the original Castlevania.
Exactly they've shown they can do as much with Gestation in Monstrosity.
Could do it something like:
Recuperation
Damage taken is temporarily negated, you are unable to perform offensive or defensive actions.
Then you'd just remove the status effect when you no longer wanted the safety. That way you could even make the Duration the same length of time as weakness with no chance of abuse.
Zuidar
03-11-2017, 05:54 AM
Ever since that exp loss has been eased significantly years ago , the Raise spells don't do nothing else apart from more restored hp based on tier of raise, so i'm bringing back up that longtime old dev post from early 2014 again. It would be a great idea as they proposed (at the time and then never had a follow-up on that subject) is to add more value to the Raise spells in reducing the duration of Weakness. I understand that Arise has reduced weakness timers, but the only difference is that the spell itself grants a Reraise affect upon accepting Arise, so Arise can also have an even more reduced duration of weakness than the Raise spells but while maintaining the benefit of granting the Reraise effect.
Zuidar
05-22-2017, 08:40 PM
I still want to throw it out there with the idea of wanting to get back into the fight in regards to the weakness duration and hope the Dev team takes a look at the posts and consider it
Zeargi
05-23-2017, 05:16 AM
Ferreous Coffin has an ability called "Reviviscence," which was amazing to have him use it on you in Campaign. I still don't know why they never gave it to WHM and SCHs at some point to help them. Obviously, I feel that for SCH to get it, it should be a Light Arts Stratagem with a different name that requires multiple charges - Being like: You're Next Curing Spell will remove Weakness. While WHM gets Reviviscence as a JA that has about the same cool down as for charges required for SCH. That just my thought though.