Reraise spell has been in Dats since way before launch... Still hoping it will be added when WHM job comes around^^
Reraise spell has been in Dats since way before launch... Still hoping it will be added when WHM job comes around^^
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By the look if the interview it seem like it going to be, MRD/GLA = PLD and you can use the spell from both so it seem you be limit to only that and it more of a role job so not like a Monk can use cure or Raise just wont make any sense with that job. but we see what happen then i don't see a eed for reraise i'm sure white mage going to get it and that the only one who really need it anyways.Jobs aren't going to be completely restricted. Raise as it is now is on a long timer anyway so it wouldn't be fun waiting 5 minutes when only one person in the group can do it, so even if Reraise was WHM-only it wouldn't change a thing. You'd still need make sure no one dies at all.
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Jobs aren't going to be completely restricted. Raise as it is now is on a long timer anyway so it wouldn't be fun waiting 5 minutes when only one person in the group can do it, so even if Reraise was WHM-only it wouldn't change a thing. You'd still need make sure no one dies at all.
You seem to be missing the point. First, after the WHM were to reraise, they'd jus raise someone else with a raise (not to mention CNJ alrdy has both rebirth and raise, so that's 2 ppl up right there, 3 with a chainspell). Raise's cooldown has nothing to do with it.
Heya Lek! I remember you from XI~ (Though I can't recall which shell anymore lol. One of my main toons was Exnigma if ya can remember that far back)
Reraise is final fantasy
enough said
content is currently designed around the fact that a wipe = a loss, but it's also easy to try again. I don't think reraise is completely necessary in the current content of the game, though that could change down the road.
I find it odd though, because they DID add items to raise others in a similar manner to phoenix down (though they don't call it that), something that FFXI still doesn't have.
I think it might help f people look at it in another light. There isn't much of a death penalty in the game- The death penalty in this case is you fail the fight- This way, there is more risk in dying, because if everyone is down then you're done.
Last edited by Alhanelem; 10-28-2011 at 07:48 AM.
Exactly. You have to think about this from a game mechanics/balance standpoint. Why did you Reraise in FF11? You used up a rare item upon entering a battle, it was a place/camp that took a long, difficult time to get to, it was a fight that had time limitations placed on it (3 days to reenter, need to gather items from events in other 3 day timers to enter, etc), or you just didn't want to homepoint and lose XP.content is currently designed around the fact that a wipe = a loss, but it's also easy to try again. I don't think reraise is completely necessary in the current content of the game, though that could change down the road.
I find it odd though, because they DID add items to raise others in a similar manner to phoenix down (though they don't call it that), something that FFXI still doesn't have.
I think it might help f people look at it in another light. There isn't much of a death penalty in the game- The death penalty in this case is you fail the fight- This way, there is more risk in dying, because if everyone is down then you're done.
FF14 has none of those issues. From what I understand the item to get drops from Ifrit doesn't actually get used up till you beat him and it is an easy farm to get another item. You can reenter the fight after a few minutes and you can return from inside dungeons to the dungeon entrance so you can try again and get back to the point you were at. Travel is quick and painless with chocobos, airships, and teleporting. And lastly, we don't lose XP.
Either allow for re-raise or reconsider the return location when a character is forced to use return after a death... why would the one thing you carry over from FFXI be the worst aspect of the game? We already lose durability and have 3 minutes of gimpiness we don't need to deal with the possibility of having to return to a home point on the other side of the world too.
Yadda, yadda stop dying, yadda, yadda don't suck so much...
No, No, No and No. Shit happens... when it does we shouldn't have to wade through even more shit to get back into the game.
If you're doing something dangerous set homepoint at the camp near where you're doing your thing?Either allow for re-raise or reconsider the return location when a character is forced to use return after a death... why would the one thing you carry over from FFXI be the worst aspect of the game? We already lose durability and have 3 minutes of gimpiness we don't need to deal with the possibility of having to return to a home point on the other side of the world too.
Yadda, yadda stop dying, yadda, yadda don't suck so much...
No, No, No and No. Shit happens... when it does we shouldn't have to wade through even more shit, to get back into the game.
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