I don't see any particular reason they are.
Printable View
I don't see any particular reason they are.
They're the next best thing to useless, anyway.
I don't see any particular reason they are in the game b/c I can't use them for anything... except to take up space in my inventory.
Huh, I find I use them often enough. I don't always run around on my healer, and it's nice to pick up a party member after a FATE or if an accident happens. IS there any reason for them to be unique?
Proposed an idea awhile back to change them to a self rez item, only usable outside of instances. At least then the unique tag would have sort of relevance, as they are now however, I think I've only used 2 in the last 2 years.
I've literally never used one of these. I've never even seen anyone else use them. They can't be used in battle, and they can't be used on yourself. If you're in a party out in the field, then chances are, you won't be dying any time soon.
I recall one FF game treating these as more expensive and special items, although I cannot remember which. It'd be interesting to see if SE made a self-inflicted version that activated upon death and made them much, much more rare. That would make them worth something, as well as have an interesting effect on the market board.
Sounds like you need better friends.
I've used them now and then on my warrior/marauder, just because I don't like seeing people dead and not being able to do anything ^^; (curse you, marauders, for being able to crossclass raise yet never having enough MP to cast it!)
I'd definitely like if they were made non-unique.... But on the other hand they might be considered OP in that case. Sure, they can only be used outside of battle, but that's the case for non-traited Raise as well. And if you're low on MP, it's usually better to just throw an item out to raise someone, since you don't have to pay the cost right then ^^; I think that if they did remove the Unique stamp on it, they'd probably put it on its own item-use timer, with a really long cooldown, similar to how they did with the ringport.
Edit: Hmm... Actually, it theoretically could work to make them non-unique, but simply keep them from stacking. So if you wanted to carry 10 of them around, you could, but it'd take up 10 of your inventory slots.
I think the real question is, can we be allowed to use them in battle? I've never seen an item get castrated so much.
Personally feel they are fine where they are. For balance reasons I'm okay with them being limited to only one at a time, and not being able to be used inside of combat. Healers in my book should be the ones dealing with resing mid fight (paladins to maybe haha but that's another discussion).
Use it myself a few times whenever I'm fate partying with people I know like FC/linkshell friends. People from PF tend to insta-resurrect themselves if no healer is about, and understandably so if the fate is going to take awhile. But, for those sistuations when a pal dies close to when a fate ends its really nice to have haha albiete very situational.
Also I used to carry raise on on my gld/pali (outside of instances), but with the item I realized I no longer really needed to waste the cross skill.
Mainly because of how you in dungeons don't tend to hang around for too long between pulls, and the cost for Raise is fairly high.
I didn't mean they automatically would be OP, but it is something that would most likely need to be balanced. Mainly what I meant was that it was my expectation of how the dev team might think. (Otherwise, why would they have made it Unique in the first place? ^^; They never were in previous games.)
(Now one change I wish they would make is to let us use them TP-regain items outside of PvP... Ethers exist to refill MP, but non-casters don't have an item to do the same ;_; )
Balance can mean a plethora of things to different people, and we could probably spend all day discussing our points over and over and not get anywhere haha so I won't say your wrong in anyway you feel (because your thoughts are just as valid).
For me though I do feel its balanced to have it be limited to one person outside of combat as well as inside, since it is a major trait of what makes a healer important to a party especially during fates or playing off in the world/dugeons in general. Haha as backwards and possibly dumb as it probably sounds I feel dying with the heavy consequence of knowing you'll have to most likely have to respawn, since theres healers around to be a very part of a mmo's overall experience.
Well, I can tell you as a healer main, I don't feel like my job is threatened by phoenix downs lol.
More to the point, I feel nobody truly gains any ability they didn't already have if they were to make phoenix downs non-unique. All anyone ever has to do is just level a CNJ to 12, which would probably take 40 minutes. All I'm asking for the slight convenience of being able to avoid the ability cooldown you get when you switch jobs.
Honestly, I don't ever find myself NEEDING more than one at any time, it'd just save my the trip back to town to pick up another one.
No, what they need to do is keep them unique and allow raise in battle. It's pretty well balanced, considering it has a 5s cast time, you have to be within melee range to use it, and you can only use it once per battle due to it being unique.
Removing the unique tag does not make it any less useless.