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  1. #1
    Player
    Join Date
    Jul 2014
    Posts
    1,909

    Is it time to lower the 5 minute weakness punishment for dying?

    Solo players already have a 100% punishment for dying, all your trusts dissappear and you can't recall trusts if you have aggro. So it's a complete fail for dying once as a solo player.

    If players decide to attempt group content, they have to deal with a 5 minute weakness timer on dying. 5 minutes is a heck of a long time in a group that is already struggling to clear this content.

    Is it time to lower this to 2-3 minutes?
    (0)

  2. #2
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    10,095
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    We already have Arise and Altana's Favor, which have only a 3 minute weakness timer.
    (1)

  3. #3
    Player
    Join Date
    Jul 2014
    Posts
    1,909
    lowered to 3 minutes for all, 2 mins with arise. 5 minutes is ridiculous in 2020.
    (0)

  4. #4
    Player Zuidar's Avatar
    Join Date
    Mar 2011
    Posts
    290
    Character
    Zuidar
    World
    Bismarck
    Main Class
    BLU Lv 99
    I posted this a while back so I'll bring post it here

    Bringing this back up from http://forum.square-enix.com/ffxi/th...tments-to-this , can we please get adjustments that were overdue for the increasing the value of Raise spells and easing the penalty and duration of weakness? Again, this was something that the Dev Team brought up in jan 2014 for an update in feb 2014 but was pushed back and then overtime, this subject was never brought back up. The EXP penalty when KO'd is negligible regardless which Raise spell was used since gaining back exp is very easy thus losing it's value of needing the Raise II/III compared to back in level 75 days.

    *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.
    .

    There's no difference in loss of EXP, regardless of Raise spells, losing value over the years.

    In some high end endgame content, there is desire to returning to battle quickly in the event of Death/KO.
    (0)