That few seconds waiting for char to raise again while watching ur friends being slaughtered is. ........ Beside the blackscreen u get when u get raised why can't you make it fast like in warcrft
That few seconds waiting for char to raise again while watching ur friends being slaughtered is. ........ Beside the blackscreen u get when u get raised why can't you make it fast like in warcrft
Don't die problem solved?
Seriously though it can be a pain, but timing is everything. If you know a large aoe is coming, just wait. You have a full minute to accept before it goes away. I'd rather to without your dps for 20 seconds than raise up, punch the mob one time then did again to aoe.
Probably because this game isn't WOW.
Either stop dying or learn to time better?
while i agree with the logic that the raised can't do anything for a while, at least let them be healed while "returning from the dead".
cause being stuck like that for that much time in AoE-intensive fights is often means they'll be back to being dead right away.
Agreed, it should be instant or at least sped up. You still get weakness, that is enough of a punishment.
Time when you accept a raise. That is all.
Raise animation isn't the issue, the long heal immunity is.
When a player is raised, they can TAKE damage for duration of the animation, but they cant RECEIVE healing for almost 7 seconds after they accept.
This healing immunity needs to go, not the animation.
raised people on Garuda HM just for them to get nuked right away by her random target aoe.
even though they timed their raise.
i get that there are people that time everything perfectly, never die and farm Titan HM with botanist party in swimsuits,
but normal people make mistakes and die sometimes, and "you get damage but not heals" raise issue is still there.
I raise so many ppl during boss fights. And that freeze and do nothing animation kills them most of the time. They just stand there and get hit, nothing they can do or me. Kinda sucks, probably need a sort of immunity timer like fps.
Would make sense if either they could be healed OR they dont take damage
It makes perfect sense - The way SE has raise programmed the 'raise' status effect shares a slot with weakness which is why you can exploit it and raise someone and medica II/Succor them as they're raising and no weakness will become of them, hence why they can receive damage but not receive heals - the heal calculations is also calculated by your damage (thus another "shared" slot) and while they can change it up, death is a punishment and it furthers punishes someone if they can't time well when to raise or raisega.
ITT people defending horrid game design.
Yep - we should also give everyone a 30 seconds invulnerability shield after a primal uses it's special so everyone can be topped off worry free. YoshiP does want a stress free game after all.
Pretty much, it's quite obvious it was a choice, but at the same time given the obvious exploit, it may not have been fully intended, especially for how long you're uncurable.
There is a difference between difficulty and bad design. Arcade games were badly designed because they needed to keep people pumping quarters and tokens in. They were rarely actually difficult.
Battletoads two player isn't difficult, it is literally impossible.
Arbitrary animation lock that goes on for longer than the animation isn't 'difficulty', it's bad design.
Nice hyperbole.
My friend and I beat Battletoads as kids years ago.
About a year ago, my friend suggested we play it again.
I just laughed; then I suggested we go slam a car door on our fingers instead.
Personally, the heal timer has yet to cause me any issues, but it does feel clunky to me, and I would not mind seeing it go. I know I can't be the only person that, after using Raise for the first few times, ended up casting Cure 2 or 3 times on their target wondering why their health wasn't going up. To me, that's a good indicator that the mechanic is unintuitive, doesn't make sense from a player's perspective, and just makes for an awkward experience.
People argue it increases difficulty, then claim it's easy to deal with; that being the case, does it really add to difficulty in a meaningful way, or is it just a clumsy mechanic?
Hint: level up blm, get swift cast, use swift cast, cast raise, raise is instant, win. There is a reason why you can cross class.
I'm sorry I didn't read a thread that was as long as the title, or the title was as long as the thread. My bad.
Thing is, this has nothing to do with the problem at hand. Casting the spell Raise is easy enough, the PROBLEM is that after the target has actually accepted the spell and is in the middle of returning to life, you can't target them until they can actually move, which takes forever, especially since they can still be KILLED again while raising.
I have however noticed that you can in fact heal players in the middle of the raise-animation with AoE spells like Medica. Not that efficent... but it by-passes the unable-to-target-and-heal-without-healing-yourself problem.
Res animation on here is dreadful, never played any game that has a massive frame time and then doing things wrong by making it so you can't move, can't receive heals...yet you can receive damage instantly? I feel that SE was trolling badly on this one.
IMO, if you can't be healed during the animation, then you shouldn't be able to take damage either.
That said, I really think the animation time just needs to be cut way down.
Swiftcast + Raise = Instant Raise. Deal with it OP.
Frankly? I like having the animation in the game. It sucks at times, but each of these primals have a pattern. Learn the pattern, and you'll know the safe times to raise. Adds a bit of strategy and thinking being required for it to be used effectively. I DO have issue with the Weakness debuff being on the LB3 for Healers/Bards though. Its not often it'll actually save a run because that debuff in itself can be fatal in some runs.
Even more annoying is that when you go to heal them, and you have them on target, it heals yourself. >.>
Have to approximate when the immunity is up otherwise you just waste time healing yourself, and you have to retarget them at that point too- quite annoying and yeah makes no sense.
I think i would prefer if they added some Iframes to Raise so that i dont die right when i was just raise.
-WHM raises Me-
-Was Raise right in Red Circle-
-Dies again-
The animation is not a problem.
Just do it that the character can't get dmg during the animation and 3 seconds after the animation
Many games gives a character after a raise some seconds before he get dmg again.