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I love Rescue! It's my favourite spell and has helped me save so many disasters it's not even funny!
That being said, Rescue is extremely unresponsive and difficult to use right.
Its biggest problem being the delay between casting it and pulling occurring. The thing about Rescue is that it's one of those spells that you need to anticipate and cast moments before you need it. If you need it, and THEN cast it, chances are the delay will mess it up and the player you're rescuing will be forced to their deaths.
That, too, has happened on many occasions.
I'm fine with the pulling, but I'd have liked for Rescue to start the pull the moment I hit the button instead of ~1.2s after the initial cast. Unlike the boss encounters in this game, players aren't predictable enough to adequately plan your Rescue that far ahead of time; to me, it feels like a strictly reactive spell when you can see that something is moments away from going wrong. It's just by the time you see it about to go wrong, it's usually too late.
At least that's how I feel about it!
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Ridorana Lighthouse:
We were on the last boss; I'm tanking. Yaz winds up a Rake, so I ready a Vengeance. Next thing I know, I'm being sucked across the arena into the middle of the group by a White Mage.... the boss follows. Rake goes off and kills 6 people. The White Mage did this to me twice during the fight, each time killing several people. When the raid ended, he was so proud of how many people he managed to kill that he was bragging in Alliance Chat.
Second boss of Ghimlyt Dark:
The boss went underground and started burning the side of the mountain. Myself and a Black Mage ran to one side, the Astrologian and the Ninja ran to the other. Neither group was in danger of being hit by the long-column AoE. Right before the AoE went off, the Astrologian used Rescue on me, pulling me directly into the line of fire. Thankfully, I'm a tank and it didn't come close to killing me... but the troll game was real.
Alpha 1:
Cyclone phase. I pulled the boss to the corner, then moved to the cyclone to prepare for the Damning Edict/Knockback combination. The healer ran to the corner and used Rescue, pulling me to it, then ran to safety. The boss turned to me and cast Damning Edict. I popped Inner Release when I noticed I was being Rescued (knockback prevention, because the cyclone hadn't gone off yet). Shortly after, the cyclone went off, knocking the entire group into Damning Edict. Thankfully, there was enough time for most of us to run out of it. Still, that was a dicey situation.
As you can see, my experience with Rescue is lackluster at best, and these are just three of my most "memorable" encounters with it. My biggest issue with it is that it gives one player the control to move other players. While this doesn't necessarily sound like a terrible thing, people can easily abuse it for their own amusement -- or just as bad, inexperienced players can use it because they don't know any better. I'm not saying Rescue is bad and needs to go... but it definitely has the potential to be a headache. WoW had this same ability called Leap of Faith that was met with so much backlash, they actually created an item that would prevent Leap of Faith from having an effect. It's probably not a bad idea to implement something like this as well. I'm not a fan of the ability, personally. If I could opt out of it having an effect on me, that'd be swell.
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Rescue is fun when you hit a training dummy and then everyone in your free company switches to a healer to play ping pong with each other.
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One time my SO was tanking in AV and i meant to use rescue to troll them but i accidentally saved their life. :/ you're welcome.
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I barely ever use Rescue when playing on NA servers since I have about 180-200ms latency, which combined with the need to get a confirmation from two clients results in it taking REALLY long to actually pull anyone.
Recently, I tried using it on EU servers and it turned out to be roughly three times faster.
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One bad thing about Rescue is when healers use it to force the tank in a direction as a hint they want a bigger pull. I've seen it happen a few times where the tank is new and wants to take their time, but the healer has other ideas so they run ahead and try to Rescue along the way only for the tank to just go back to where they were. The healer then leaving the duty straight after because clearly they were unhappy with the speed of progress. I'm all for trying to encourage the tank to pull more but it takes a couple of seconds to just type it rather than use Rescue as a controlling action.
Of course those situations don't happen very often, but definitely as some have mentioned there are lots of times when the action is super useful when you use it beneficially (not trolling).
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I disagree... I say keep it BUT improve it.
It's crap right now due to its delay. Please make it instant just like how Red Mage's Corps-a-corps works. It should instantly pull the person to you.
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And here I am not even able to count the DPS I rescued in Shinryu to the front left tile, when they were about to drop the tail on the middle tile which was already broken.
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Rescue is good but it suffers from the delay the ability has. I've used it quite to last minute save someone but alas they die anyways because of how long it takes to actually pull the player.
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Rescue isn't the only abusable skill. I can MPK a BLM or SAm if they refuse to use diversion by shirking them, hell I could just stop healing and everyone will die. It's about crappy players, not the ability. Just report, blacklist and move on