The problem with a toggle is the people that have needed to be rescued the most would likely be the ones to toggle it off.
Rather than being upset someone rescued you, you likely want to ask what you were doing caused someone to rescue you.
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The problem with a toggle is the people that have needed to be rescued the most would likely be the ones to toggle it off.
Rather than being upset someone rescued you, you likely want to ask what you were doing caused someone to rescue you.
Literally never seen a party wipe from being 1 DPS down. I think a lot of you use phrases like "very important" more to try to sell a point than to actually be accurate.
Why would I need to ask that; the answer is usually something obvious like I was standing on an AoE marker. I like standing on AoE markers; they do so little damage even my DPS classes can self heal them and it allows me to maximize uptime.
I haven't done Savage. In most of this game's content DPS are irrelevant; what they do and if they're alive doesn't actually matter.
For statics running the few pieces of progression content with enrages where DPS do matter, they can toggle Rescue on to make sure they have every opportunity to save people.
Done savage and ultimate, some tiers even week 1. DPS death or "down" does not mean auto wipe. Many first clears are known to have multiple deaths trudging through it.
Rescue is barely ever used in savage or ultimate. So what is truly the issue with it being toggled on/off? Seeing as how it's not required, a healer not being able to activate it on certain characters who are hopefully marked as such should have no consequence on a run.
Conversely, my enjoyment in maximizing my rotation can be negatively affected by someone else. I thought that was something we were all trying to avoid moving forward with the removal of aggro and slash/pierce downs in ShB.
If looking at the majority of content, healers and tanks don't need you at all. Since there is no enrage in the majority of content, they can twiddle down the boss HP little by little until it's dead and then be on their merry way. You're along for the ride because you bring deeps, and hopefully a lot of it so things die fast. If you're in the danger zone, a healer doesn't give a crap about where you are in your current rotation; they know that if you die, your DPS falls to 0. A healer isn't going to rescue you if you are already safe. If they do, it was more likely done by accident than to deliberately troll you. After 16 pages of players basically telling you this over and over again, you still don't get it and likely never will.
You see the healers in your group as enemies. I can't even begin to tell you how flawed your logic is.
You've leveled two healers? Really? I would think you would be far more understanding of the use of Rescue if this was the case. I am guessing that you oppose the skill so much that you still wouldn't use it even if a golden, non-consequential opportunity struck you in the face. If you've leveled two healers and took them into anything with a moderate threat level, then you would also know that healer utility quickly becomes redundant a few weeks after a patch, and that's for current content. It is already redundant in the previous content. What this means is that healers are left with very little to do other than spam one button over and over again until someone gets low enough to use an ogcd heal on them.Quote:
I've leveled 2 Healers and have never once actually needed Rescue for anything. All of this pretending it's some great clutch ability that "OMG How would we function without it!" is just kind of petty. Like when a kid has a toy he doesn't even like and rarely ever plays with, but if you try to take that toy away it's suddenly the most important thing in his life and he'd rather die than part with it. Rescue with a toggle would be pretty much the same level of useless as Rescue without it. The ability was never good, but at least with a toggle it's not a constant potential nuisance.
Rescue along with hard casted raises are really the only thing that brings any kind of engaging gameplay for healers. They are the most difficult skills in a healer's arsenal to pull off successfully. Rescue is one of few skills at a healer's disposal that remains relevant in all content because there is always someone who thinks they can skip a mechanic that kills them. Examples of this are Lunar Curtain from Aemon, or Ancient Quake from Xande. I don't even know how many times I have pulled the player with the purple marker that requires a stack, and players with prey who drag the tether all over the map because they have no idea that it is killing them. This is in WoD. A lv 50 alliance raid.
It actually is a godly skill. It can save and kill players so what would you call it? Your issue is that you think this skill somehow exists only to ruin your day. Your child and toy metaphor actually applies more to you than it does the game's healers. If you can't improvise your DPS around a healer rescue, I am inclined to believe that the simplest of mechanics causes you to lose DPS constantly. What happens if you are bound, or placed in a geol? Do you seriously lose it? Does the sky fall? I'm genuinely curious.
I don't see how your clears with more than 1 dps death are relevant. I've had a lot of clears where dps have died before too, but my point is that a dps death can mean a wipe, especially with mechanics that need all 8 people up or where there's a very tight dps check where you have to burst something down (Though I don't think this tier has any of the latter)
I'm not going to argue for or against rescue toggle in this thread though, I think most people's minds are made up one way or another so not really worth the trouble
In easy content where my only real challenge is optimization Healers are my most potent enemies. Rescue is an unavoidable interrupt that can hit me at any time. Not saying that to be adversarial towards healers, it's just a fact.
Next, Healing becoming boring and stale doesn't justify Rescue's existence at all. If for some reason Rescue is the only thing that makes you capable of enduring the monotony of Healing rotations then a toggle won't change things. In fact it'll add another layer of awareness needed to use it effectively.
And finally, it's not godlike. It's extremely situational and because of how the server ticks it mostly sucks in those situations. It's probably the most effective troll button in the game, though.
If the AoE marker damage & debuffs (if any) puts their health to a level which they won’t survive next unavoidable damage after accounting the natural regeneration and their own heal, I will deliberately rescue them out of that AoE marker. Healing through unnecessary damage & vuln. stacks can only be ‘fun’ up to certain point before it turns into a chore. Moreover, if they die it’ll just make the run drags longer & it’s probably one of the last thing I’d want to happen in most casual contents from roulettes.
If one [Rescue] cast can prevent that I will, by all means, rescue that player. Only two can happen from there. Either they get pissed off and the run continues without problem, or they’ll stay silent/thank/whatever and the run will still continue without problem.
What’s the problem there anyway? It’s a group content.
Don't you know that the DPS are the star around which the other roles merely revolve? What a DPS main wants is more important than what a healer wants. If your utility inconveniences them in the slightest, you shall have it removed. You're talking to people who are telling you out of one side of their mouths that one dead player is immaterial to the success of a run, but two seconds of lost uptime to perform your role? How very dare you. The entire instance is ruined and it's all your fault. Sit back and spam cure when your DPS betters tell you to.
That said, Rescue definitely needs some improvements. Last I checked its activation is laggy as hell and the fact that it yanks the person next to you instead of into the same spot as your hitbox is really janky.
Wrong on all accounts. I can't even count how many times a KO of mine was the result of someone else screwing up. I don't consider any of those players my enemy. I don't think they're trolling me. Again, I fail to comprehend your ability to optimize against the simplest of mechanics (where the enemy is constantly trying to make you lose GCDs) if a healer rescue causes you so much grieving.
You're also missing the point when I talk about Rescue providing some engagement for healers, but I'm not going to go into it again. If you want to use an argument such optimization being your only challenge in easy content, what do you think the healer has to do if you or anyone takes avoidable damage? What about a tank who doesn't use their mitigation skills properly, or at all during a large pull? Or if someone dies? This still happens in easy content, and even a swiftcasted rezz still costs me a GCD, dude. In any case, your derp results in me having to press 2 instead of my monotonous1. This is not optimal. You are ruining my experience, my game, and my day.
I'd definitely say it is godlike especially in your case because it holds so much power over you. Server ticks are also an irrelevant argument. If a healer uses rescue on you, and you still get hit, you were getting hit anyway. It's not like they caused you to get hit, unless they deliberately pull you into an AoE, which has never been a case of your argument or the situation you're describing. You have consistently argued that Rescue is throwing off your rotation and making it difficult for you to optimize. Furthermore, if you tried to report a healer misusing Rescue when footage shows them pulling you to a safe spot prior to incoming damage registering on the server, good luck. You call them trolls, and it's just as easy for me to tell you to stay out of the bad.
"omg the fact that rescue is out there and can hit me anytime, so I'm scared" is the best argument I've read so far.
Rescue is great in E12S sometimes, get that one person in the titan stack on-time, or else you, the healer dies. Yeah try to defend that, casual.
Someone making a mistake playing their own character is far more forgivable than someone making a mistake while forcibly taking control of my character. Intent doesn't matter, ripping control of someone else's character away from them is a bold statement. If you're going to do it you'd better be 100% sure you're doing it right, or it's going to be received poorly. Also, it's impossible to optimize around Rescue because you don't know when it's coming and you can't mitigate it. That's what makes Healers a bigger threat than normal AI enemies.
As for providing more engagement for Healers, what can I say... Sorry Healing is boring but Rescue isn't a good solution. It's an obnoxious hindrance that barely works even in the rare situations where it could be useful; the vast majority of healers don't bother with it, I'm guessing the people here defending it haven't actually used it in weeks.
As for the ability being godlike, I've already admitted it's a godlike troll button. The fact that it's a way to mess with people constantly without incriminating yourself in chat makes it bulletproof. If I were someone who hated people and only really played this game to mess with them I would DEFINITELY main a Healer. ;)
Not scared necessarily, just a little annoyed that certain poorly conceived abilities make my teammates obstacles when they should be allies.
Like I said it's nothing personal, I'm just stating facts. Rescue puts me at odds with my team; with the Healer anyways. A toggle would fix that. World of Warcraft added a toggle for that exact reason, so why not do it here to?
You've convinced me.
You have no idea how Rescue works. Also very nice of you to ignore everyone's examples of how the skill helps people.
Do you even play the same game as everyone else? It seems you have a paranoia, I'd recommend consulting a specialist. It's not a good sign when you see enemies everywhere.
All you're doing here is feigning exasperation without actually saying anything or making a point. Take exception to my use of the word "enemies" if you want, but it's not inaccurate. Rescue turns Healers into obstacles for me; that's just an irrefutable fact. Doesn't mean it's the end of the world, but I would definitely enjoy a toggle on that ability.
Everything I've said about Rescue is true, and many of those reasons are why Blizzard saw fit to add a toggle to ONLY that ability in World of Warcraft.
Since I seem to have a very limited post count I'm going to start just doing this for simple responses, lol.
I'm not trying to remove the skill. TOGGLE. That way people who have bad opinions of Rescue can turn it off, and the rest of you can keep rarely ever using it but pretending it's the most clutch ability you have.
You don't even have to go that far. As I told OP, Rescue is one of few healer skills that remains relevant in all content. But in contrast to his arguments, the ability has also been used to actually assist with DPS uptime. A lot of mechanics will force a melee out of range, especially if the party is not balanced and the game does not have a ranged DPS to give the marker to. These markers often resolve with damage around that player in some form so they have to retreat from the rest of the melee without endangering the ranged. Rescue works great here to bring the player back asap if they are forced out far enough to miss a GCD or more.
The other thing of note is when I take into mind about how I feel when I get Rescued. It's definitely happened, and want to know what it reminds me of? The foul line in Bowling. It's like this buzzer that goes off that says you are in the wrong boundary. It can be humbling to get rescued, and I think that's what irks players like the OP whom will place it under the guise of optimization or losing control of their character. I just don't buy it.
All reasons why it should be a toggle. With careful planning in a static group you can strain some benefit out of the ability. The fact that it can be used to good effect if the entire group is on the same page on where/when it'll be used is the reason why I'm pushing for a toggle instead of outright having the ability removed.
Also, I'm not sure how it's "humbling" to get rescued. Dying is WAY more humbling and embarrassing, but I'm fine with it. If I screw up I die, I can 100% live with that. Healers forcibly taking control of my character and sabotaging me, whether intentional or not, will always bother me, though.
But you could've been saved by rescue there. Too bad you had it on toggle. Your group wiped because they didn't have enough damage since you died.
Sad that you think it is fine when YOU screw up but not others. Rescue doesn't take control of your character by the way. It just pulls you in the direction of your healer.
Well, I've never once been saved from death by Rescue, so there's that. It's only really been used on me a handful of times, and it's only ever hurt my DPS. Honestly, I don't recall if it's ever gone off in time to stop the damage even. One time the Healer was standing in the exact same AoE he was pulling me out of, and we both got hit anyways. That one I couldn't even be mad, at LEAST it was funny.
That's the point of a toggle. It'll save people like me some grief while allowing the people who still need the help to leave it on.
Rescue does take control of my character, by the way. I'm not the one moving him.
You lose DPS when you DIE. If you get rescued from death you lose 1-2 GCD max.
Also I have a great solution for you: get yourself a healer friend or two and you will be forever saved from the skill instead of asking for actual hindrance for everyone else who find Rescue useful.
Rescue has never saved me from DYING, so I don't see your point. Turning it off would've done nothing but save me a bunch of GCDs, which would've only helped the groups I've been in.
A toggle isn't a hindrance for the people who find it helpful because they can leave the toggle on. Hell, we'll even leave the toggle ON by default so those people won't have to go into their settings at all.
https://www.memesmonkey.com/images/m...e69f4958b.jpeg
Sounds to me like you are just really trying hard to make a huge deal out of something that almost never happens, which you even admit in this quote.
Asking for a toggle isn't making a huge deal. It's a rarely used ability that most Healers aren't very good with. Especially running DF why would I ever want it on? So, let's have the option to toggle it off.
What's kind of comical is the Healers pretending their Rescue usage is so clutch and indispensable that they need to fight to the death to preserve Rescue exactly as it is. It's interesting the things people will try to convince themselves of in order to feel important. ;)
I am of the mind that it can also be used in statics. That is how it is used to cheese mechanics. Outside of that, when a healer rescues you, it is most likely you that isn't on the same page as everyone else because everyone is sitting in a safe spot except for you.
It's humbling to get rescued unexpectedly because it shines a light on you. Whether you are aware of it or not, the healer is basically telling you that you are about to fail a mechanic. It's just a wee bit faster than typing out, "Hey you over yonder! You are dead AF because you're not standing right here." It can most certainly be humbling to be dead as well. If you're the only one with a weakness icon or vulnerability stack, that can be really humbling too. At least rescue doesn't leave a fat icon on you that last for 60 ticks or more letting everyone know you screwed up. Just like your toggle icon would let everyone know you're unwillingness to work with the game's healers.
It has been mentioned several times now that a toggle feature effectively eliminates any and all reason to have the ability in the game. Don't bother with a nonsensical icon that lets a healer know you can't be rescued. A healer already has enough information to process in a split second before making the decision to make a rescue attempt.
Care to explain? Of course not, that's just a throwaway passive aggressive remark kept as vague as possible because you know it actually makes no sense.
The Healers here are the ones trying to convince themselves Rescue can't be touched because their use of it is just too clutch and vital to be lost. I know that my being spared a few GCDs isn't going to save the world, I just think optimizing is fun.
Like I said, dying is far more humbling. If being humbled is what I was trying to avoid then I would simply never put myself at risk; I certainly wouldn't intentionally take damage to maximize uptime. If a Healer rescues you it's because he thinks you're in danger. The problem is that he's usually wrong; just because you're about to take some damage doesn't mean you're in danger. Most Healers are bad at using Rescue, so statistically we're all probably better off if they don't use it.
Also, an icon on the character hit box near his health bar would work perfectly. You have to actually look at the character to see where he's standing, so you don't have to divert any focus to notice they don't have Rescue enabled. I believe you can weave Rescue anyways, so even if it occasionally fails what exactly are you losing? It's not like your rotation is super busy.
Is there a reason why there shouldn't be a toggle? It's incredibly easy to code and would take virtually no effort for SE. World of Warcraft added a toggle to the same ability for the same reasons.
I'm just taking a good idea that World of Warcraft had to fix this annoyance and saying why not do it here?
Nope, but I do code and I do know that SE already has the functionality coded in this game to disable pull in effects. They only have to flip a switch to turn it on under the right conditions. This isn't complex or layered.
Also, I like this game better than WoW overall. It doesn't mean this game can't benefit from many of the good ideas WoW has implemented; that game is the top MMO for a reason.
If Square were to say they can't do it then whatever. I'm probably not going to stop suggesting things I want in this game just because you told me to, though.
Arguments like "get over it" only lend credibility to the idea that Rescue has no redeeming value. When you respond like that you're basically admitting that you can't really come up with anything in defense of that abilities current function.
I don't need to come up with anything for someone who purposely ignores all the positive feedback about the ability. Because you simply don't care. You only care about your personal comfort and nothing else, you think that you messing up is fine, but not others. You talk about optimizing and how is it fun, yet you despise the tool that help others optimize. Hell, you even said that dying is better than being pulled by Rescue. It is kinda funny.
It's called the Neural Silencer. I swear you're all just trying to eat my daily post limit now, lol.
Dying is better for me because it helps me learn which AoEs I can DPS through. Learning through death is part of how you optimize. If my only goal was to stay alive I'd just 1-2-3 my DPS rotation and focus 100% on mechanics at all times.
I don't mind other people using Rescue to optimize. If it's a toggle everyone can get what they want out of Rescue.
Right, an item you use to toggle off Leap of faiths effect on you. Now quit wasting my post limit by being dense.