You still have to deal with latency, and even once you get up, it's frame rate problems will still affect your move speed. Control of character isn't enough. Another option might be a special kind of shadow that lasts some number of seconds + reanimation time + at least 1 second to account for latency, or 1-3 attacks that would KO you. So you get up, and if you get out of range in those six seconds, you're fine. You get up and get hit by a TP move that would kill you before you could get out of range because you just regained control of your character half a second ago that gets nullified and you can run away.
Combine it with an inability to attack or cast spells or use items for the duration of the raise protection, and all it's good for is running away from whatever killed you. You can't use it to get up and deliver a killing blow while invulnerable with that 2.3k TP you had when you died, or stun (or try to stun) the mob on getting up so you can run away, since that affects the overall combat, etc.
All other options I can think of are possible to abuse. If it's based on ticks healed, you just don't heal. If it's 'healed to full HP while weakened' there are plenty of ways to ensure you don't hit max HP. I'm sure there are other ways that far more devious minds could come up with.
Arguably, none of this is exactly an issue if whoever is tanking moves the damned thing away from you, but not everyone is smart enough to do that, and it's not always possible.
Dealing with mob AoE attacks while raising is one thing when you're in the Dunes dealing with fireball in a merit party, or bomb toss. But when so many mobs of any type once you get to 'end game' content these days either have AoE autoattacks, or are capable of spamming AoE TP moves because of insane TP feed because of insane attack speed, or -ga spells, the amount of theoretical safe time originally attached to Raise and its variants has been drastically reduced.
And a temporary immunity to damage upon raising for 10 or so seconds to get out of range would probably affect the metagame for the better, since one of the many reasons people don't want to take melee DDs to a lot of content is they just die over and over and over and over and it's better to just take a PLD who's not going to die (or whose death would be a wipe anyway), and then nuke the thing from orbit. That's the only way you can come close to making sure you're safe.
This is one of the many problems in game mechanics introduced because things are happening faster than was envisioned possible (or likely/frequent) when the mechanics were designed. TP feed wasn't made with the idea that you'd have so many people attacking so quickly.
Even assuming capped subtle blow, 3 DDs getting 3 attacks per attack round, at 80 modified delay per attack round, are going to be feeding the mob roughly 430 TP per second (if I'm reading the new formulae correctly) or about 330 per second (old formulae). So you're looking at mobs hitting 3kTP, or at least having 3kTP fed to them, in 6.9~9.1 seconds.
Meanwhile, again, if I'm reading this right (and I've woken and had my coffee), three BLMs rotating between Tier 5 nukes with maximum fast cast and haste will combined be feeding the mob 1/4 ~ 1/5th as much TP. And that means the tank is taking far less damage, which means "less chance for him to die before the WHM can do something", and he's also getting hit by single target cures, which is usually more MP efficient than -gas, which need to hit 4-6 people for a significant portion of their maximum cure amount to be as MP efficient.


Reply With Quote