... Please let us raise in the spot that we die without a camera cut, usually lost myself a little bit when i'm getting raise and teleport me to healer position, and it's become annoying when i'm in eureka map
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... Please let us raise in the spot that we die without a camera cut, usually lost myself a little bit when i'm getting raise and teleport me to healer position, and it's become annoying when i'm in eureka map
So you'd rather raise in the dangerous place where you died, rather than the safe place where the other player is?
Scenario 1: You forget to walk in Eureka and get eaten by a dragon. Would you rather raise A) right on top of the dragon, or B) 20 yalms away where I'm standing and casting raise while not aggroing anything?
Scenario 2: Oops! You Displacement/Elusive Jump/etc, into a death wall! Would you rather raise A) right back in the death pool, or B) where I'm standing not dying?
Sometimes, but if you know a mechanic is coming you could just not accept the raise until after it ends.Quote:
there are many time after healer res, boss just put the aoe mark right at her place
As Brightamethyst has pointed out, raises work the way they work because it's a safety feature.
But if we're talking about QoL, here are some things that would be helpful:
A) When someone has a Raise prompt, show them (perhaps with a small personal waymark, or a small immovable personal ground target) where the raise will put them.
B) Don't fade the camera out and back in when they raise. Just have the camera follow them to the new position, as if it were any normal movement ability.
There's not really a good reason for a camera fade unless you're returning.
Remember that after raising you are invincible for a few seconds if you don't do any action so if you get raised in an AoE just stand in there and do nothing, you will get no damage.
If i had to add a small QoL to raise, it would be to make it impossible to raise someone who already got one.
All this wasted mana all these year because of random raises.
As long as they have the "raise buff", it should disable the possibility to use another one.
At the least they should finally put a buff icon on raised character that tells them "HEY IF YOU DONT DO ANYTHING YOU'LL BE INVINCIBLE FOR THE NEXT TEN SECONDS"
Many people don't know it does that.
I didn't even know it was a thing until late last year.
The screen fade might be a technical thing they can't easily change. Accepting a raise acts more like a teleport than a movement ability and those always involve a fade.
The QoL thing I want is if I raise them and I pop an insta heal before thier fully rezzed I'd like it to go through anyways and heal them instead of getting wasted.
Oh and I'd like for WHM to rez them with no sickness since well they're kind of a boring healer type.
Good point - it might even be tied to the same mechanism that warps you back to an aetheryte if you revive yourself in the field, which does need to fade out and in again because you probably can't "travel by camera" back to your homepoint in that situation.
I don’t get why there is a problem. You have 10 sec invulnerability, also close to the healer usually because a smn or a red can raise you far (unlucky). So he can top you of. Is not perfect but not bad.
But return and raise have two different confirmation boxes. The game knows which one is happening, so there should be no problem decoupling them. Raise will never teleport you more than 30y, and it will never teleport you through a wall, so it should always be safe to treat it like a dash/jump ability.
The trouble with this is there's no indicator for when said invincibility runs out. I've had times where I rezzed, took my hands off the keyboard while I waited for a heal and died again on the next pulse of a raid-wide AoE within the span of seconds. To this day I don't know if it's only cancelled by actions, or if movement will too, because nowhere in the game does it actually mention the invulnerability.
For all I know the so-called "invincibility" is just being untargetable by snapshots during the actual rez animation and nothing else.
Like they did for Summon for SCH & INV, they should reduce the cast time of Raise to 3 sec.
It's annoying to keep Swiftcast for this in progress.
or maybe just res as usual but instead of blacking out, the camera moves towards the res location.