Rescue has uses.beyond."saving people" in the game, it can be used as movement utility for specific fights.
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Rescue has uses.beyond."saving people" in the game, it can be used as movement utility for specific fights.
I suppose their IS a little merit to disable Rescue at least in dungeon as there’s really very little worthy things to ‘rescue’ in those contents…. Maybe… Other than that? Try not to send your healer a distressful message by repeatedly standing bads.
The lengthy report writing—in a way, also encourages people to only report things that they think it’s worthy to be reported. Report the bad apples if you think it’s worthy to do so.
I see a lot of people talking about report, guys just fight your own battles don't expect a GM to do it, only reason id report someone is if there stalking someone or trying to hack into stuff, other then else kick, ignore or destroy the troublemakers.
As far as rescue goes I don't use it when healing, I got to much stuff as a crappy healer to worry bout, but OP I'm sorry people are using it to bug u, hopefully that stops but if it don't then kick,ignore or destroy the trouble maker.
Id argue.the oppoaite, in dungeons there is very little a Rescue can do to get you into deep trouble any more than someone just standing on top of you with a purple AOE marker.
At most a tank might feel troubled because the healer is encouraging bigger pulls, which usually.means the healer is confident and up to the task. Or you might catch a Black Mage who is optimising at a bad moment.
Really, let Reacue be, there is no need to complicate it.
/cast rescue
/comfort
/s there there lil' popoto
It's not my fault that Ley Lines look like an AoE. It's so hard to distinguish them.
Man you must've been getting some real bad luck with healers. Most of the times when I'm yoinked for greeding I just go "Appreciate the rescue, but I was gonna elusive jump/thunderclap out" and 9 times out of 10 I won't get rescued again on that run (and in that 1 time out of 10, arm's length becomes my best pal). Most likely they're used to people who just eat AoEs without self-mitigation or sustain and do it out of habit.
Eh, imo the lesson is still there, difference being instead of "you got hit because you stood in X" it becomes "you would've gotten hit if you stood in X". If they're not paying attention and walk back to where they were before, they still get the former. Win-win.
To me rescue is worth keeping for being able to cancel the LB animation lock alone. Every time a healer does that to me I fall in love.
The only reply I saw which is worth answering. I thank you for that. The rest of the people who answered just act like "maybe l2p haha". 10 years of playing this game on 3 different account but first time on forum and I can finally see what's going wrong with the game.
Anyway you have good points, it is true that it puts more pressure on the healer to get minus 2.5k mp because someone died but it was the case for a long time before the ability was introduced and I don't feel like the experience was worse at that point. I can also admit that there's a few uses of rescue that actually make sense, like allowing a dps to get more uptime before he has to move out, idk. But it doesn't change that simple fact : no matter how much troll answers I'm getting here, 99% of rescue uses are just abuses or a healer who tries to do good but actually pulls you into an aoe because he can't see that you're actually safe where you stand.
I can count on one hand the amount of times I have been rescued in pug groups and its always because I wasn't paying attention or messed up a mechanic somewhere. Last time I recall it happening was I forgot about the light stacks and the healer pulled me to them which was a good use of the skill.
If you're getting rescued so much to the point that you need to make this thread then the problem is YOU. Learn the fights and stop standing in AoEs and you wont get pulled all the time.
So ya, my answer is no because it has its uses and also the cat and mouse game I play with the healer in my static timing arms length to stop the pull is too much fun.
I've got coutless exemple of what I'm supposedly doing wrong. See 2 days ago I got "The dead ends" dungeon in my roulette. Idk if you can picture the first boss, there's wind that moves aoe from on side to the other and most group tend to pull the boss to the edge where the wind is coming from for an easy dodge, again I'm a melee trying to play his job so I'm standing in the middle, behind the boss which doesn't change anything, you can dodge it just as well while in the middle or to the edge but this is the kind of situation where I'm getting pulled into an aoe by a healer who tries to "save" me.
Or another time I was running sohm al brutal as a tank, and I pulled everything into the smoke that comes from the ground so that the trash mobs would get that vuln up effect. The biggest mob in that pull (the green ones) targets random ppl for a dodgable conic aoe, and healer was standing ahead ready to zone into next area and the 1st boss, which caused those mob to target him for aoe and they kinda ran away from the rest of the pull (and the vuln up) so while I was trying to get them back in place I got rescued so I would be ready for the 1st boss I guess ? idk.
I've got coutless exemple that affects me as a player and not in a good way. If people are fine with being rescued and can learn h2p even tho they're getting carried and are fine with it, sure why not. But as far as I'm concerned I don't need a sprout healer pulling me for no reason because he thinks he knows better. rather than deleting the abilty, add an option to the game to refuse that help. Arm length is good but it's also good in other situations.