And what killed you originally?
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Thank goodness. I can take not being able to heal people for a short amount of time, but...
"You die to Eruption because tank missed a stun."
"Healer uses Raise on you."
"Ifrit uses Radiant Plume while in Raise animation lock"
"You die again."
...Gets annoying after a while.
Having raise animation immunity only really makes sense if the healer LB3 also makes the caster invunerable for at least some of that absurd cast time.
Otherwise personally I think you are fixing the wrong thing, if I stupidly raise someone into a fireball then they deserve to die again. All I want is the ability to start topping them up during the animation so they don't die to something stupid like an ADS vacuum wave or garuda's ranged hit. I don't care if it's working as intended, it's utterly archaic and makes little sense as is.
If they died, then they deserve to stay dead. They are lucky that there's even an opportunity for them to get a raise. Combat rezzes must be tightly controlled with cooldowns and caps (WoW) or with more colorful restrictions (XIV), lest they trivialize encounters that should not be trivial.
Wile dying is probably 90% certain that the player made a mistake you shouldn't punish the party by keeping them dead for the entire fight. The issue like a lot of people pointed out is that while being raised the player nor the healer can do anything to help the raised player. Random target abilities from bosses is a classic example of e game working against itself. If a healer can't target a player neither should the enemy or its abilities.