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.
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.
So you are saying its due to a progamming issue? Since it can be exploited?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.
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.
So you are saying it makes perfect sense because they did some shitty programming? Doesn't make much sense.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.
you do realise that being able to recover (and not wipe/leave) from someone's mistake/death requires more effort?
also if people are "not supposed to die" why is there even battle raise?
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