Lets have 30mins be removed from the timer if we get KO'd from Sancation. It's better then having all of it being removed from a single KO.
We do know Sancation food buffs are coming and will be able to get any buff at a Aeth Gate.
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Lets have 30mins be removed from the timer if we get KO'd from Sancation. It's better then having all of it being removed from a single KO.
We do know Sancation food buffs are coming and will be able to get any buff at a Aeth Gate.
Really?
Personally I think it's much better having it all removed from a single KO. Maybe you might try to avoid death.
Really hard when other players don't do well.
It being removed by death makes me not want to use it at all.
Though if they give us a sanction charge item (has sanction charges on it to use) I'd totally go for that since my issue isn't it wearing off, but needing to go back to get a new one of the old one wears off.
Oh! and increase the duration as you rank up.
Or better yet, don't remove it at all for KO. What's the point of having a 3 hr timer on it if you wipe and lose it way before that.... It really feels like a waste.
Rather have it not wear off when you get KO'd but they adding all these lame updates to Sancation when we don't want it to wear off right after death. If anything food buff should just add 30mins onto your 3hr max timer. Duration isn't the problem at all.
Lets make death even more pointless guys... There has to me some form of fear of death.
They should make it so when you have Sanction up, you get seals for every EXP giving mob you kill.
Just like that other game everybody secretly loves.
Rather have exp removed.
Do you remember we'll have items who grant sanction in 1.23, right ?
Like its been said b4. Because of the KO part. Players aren't gonna get it. Which ends up being useless.
I hate the sancation system anyway.
I'm not sure on this one. Why have a sanction system at all if it isn't supposed to require some activity/expenditure/risk to its loss. Otherwise they would have just put the stats on it like most things.
With the Inn tele its already fairly easy to Death return to the inn. Get new sanction, return to the actual point.
If death doesn't remove the sanction, they'd likely make the timer extreamly short. Or the sanction itself cost Gill or Seals.
Instead of thinking of the sanction as something i should always have no matter what, i think the intention is its a bonus, and you get to keep said bonus untill you get dead. You died? you lose the sanction mini game, please try again ^^
tl;dr With the "promised" addition of on use Sanctioning item, i see no issue with how sanction will work.
The problem with returning to town and restoring sanction is you can't do that with any instanced dungeons or you're locked out upon exit. It works for primals, that's about it.
we already hv 2 save HP, make use of it. You can get Saction from any GC anyway.
Sanction items are strong and easy to obtain, i dont agree with this idea. This gives weapons/gears from raid/primals additional advantage and make it still has appeal if you carry them.
I use sanction items on my main in every event I do. I don't have a problem with losing it prematurely and can normally keep it for the full three hours. Some pieces are best in slot for a specific job and if you have best in slot gear, act like you deserve it. Don't die from random shit, group with others who are smart enough to not die from random shit, and grow up and stop complaining when you get inconvenienced by game mechanics.
As for dungeons being the only events that you can't return and get sanction after a wipe, the run isn't worth completing if you do die. You shouldn't be dying in speed runs and if you are, sanction wearing isn't what you should be focusing on.
False statment.
It dosen't reward you for staying alive. If that were true, saction would have increasing strenght the longer you had it on. It does not.
Instead, it punishes you for dieing. Dieing usually already results in a failed run, wasted time, and gear repairs. There's enough fear of dieing already in those existing systems.
Contrary to belief, 'fear of death' does nothing for one's performance, in fact, it often makes players panic and screw up more. To be blunt fear causes stupid more than it fixes stupid, by a huge ratio.
I just want an item/potion that gives you sanction. Make it hard to craft or cost seals or whatever. Maybe it only gives 30 minutes instead of the 3 hours.
Fasle statement.
Your just a glass half empty kind of guy. Keeping your sanction is one of the rewards of staying alive, so is having a sucsessfull run, and not loosing a bunch of gear durabillity (Lulz like anyone cares).
Death is a hillarious non-challant thing we do in this game because there is 0 repurcussion that anyone really cares about. Also death doesn't usually mean a failed run, maybe a failed speed-run...but it's easy enough to pick yourself back up lulz you way back to the point death and continue or if your whm's aren't totally failures they are pretty quick to get you back up (Without weakness mind you) so you can just zombie yourself back into the fight.
I agree. If you want to have a really strong buff, be ready to have the buff offset by something.
In real world, you dont have a super cannon that isnt heavy or slow to fire. Cant have everything, now can we?
Also:
Its dying.
dy·ing/ˈdī-iNG/
Adjective:
On the point of death.
Occurring at or connected with the time that someone dies.
Sanction has a time limit. You pay Company Seals for that time limit. If you die, you lose that buff and waste the time on the buff. This does not fit with the definition of reward, it fits with the definition of punishment.
To be rewarded for survival would mean that there was any kind of bonus added for surviving the duration, be it refund, additional duration, increased strenght for certain tier durations: The situation has to change because of you surviving to make it a reward.
The event that causes a change in the contract is death, and the result of the death is a negative, therefore the appropriate term to use, within the English language, is punishment.
If neither reward nor punishment were to occur, Sanction would last 3 hours, regardless of circumstances.
Nothing that I've stated thus far breaches the realm of fact. My leanings towards pessimism and optimism in this case, is completely irrelevant.
(For note, however, anyone who knows me knows I'm an optimist - though, also the Devil's Advocate. I'm also called the Typo King due to my notorious misspellings.)
It is in my opinion, that it takes only 2 deaths, maybe 3, at the wrong time to kill a run primarily any variant of your healers and tanks.
If you lose 1 healer and your tank, your remaining healer and support are both likely top of hate list and cannot raise, even if the tank is raised, he won't be able to establish hate before the other healer dies -chaos ensues, party wipe.
If you lose both of your healers, your tank already has hate and cannot successfully raise without interrupt - your support now has to stop to raise one of your healers - which means your tank is devoid of outside healing.
Can you recover? Yes. How likely is it in an average party? Pretty effing rare on average.
ALL of this said, however, I've not gone into the full of my opinion as to the worth of Sanction. I just don't tolerating the skewing of facts to try to twist your argument in your favor.
Sanction lost on death is a punishment by the literal definitions. Stating otherwise is false.
Sucking up the punishment and learning to get better so as not to lose the buff, as well as the issue of whether or not death has enough punishments in the game currently? That is a matter of opinion.
After the consumable item release, I may the buff useful enough to consider, depending on what it costs me given the context of the company I keep.
Right now, no, it would slow down our runs too much and it's too much of a performance hit to really use it in situations I know the chance of death is high. I pay enough to get my gear repaired (And often run out of Grade 5s.)
You pay company seals for the time limit....? I guess they just love me so much I always get it for FREE.
Sanction lost on death is a punishment yes, but keeping it for it's full duration yeilds the reward of the optimal preformance from your gear. Again it's a half glass emtpy/full thing not a hardened FACT.
I'm all for sanction weakness. You die? Sanction is still there but not in effect for 5mins. You die again in that 5 mins? Well now you get a sanction debuff, EG: sanction debuff is 5mins -10 to all stats and -15% HP/MP and movement speed. Losing it sucks and shouldn't happen but getting killed while sporting it should have a penalty, but losing it entirely is just ridiculous.