Mm. Fair enough. I agree Rescue is disruptive, and often there's a bit of natural indignation at being Rescued when you thought you had something under control. However, I feel that if the choices not to do given mechanics lead to the party wiping, you could argue those choices are disruptive to everyone else's play. But I also recognize that's wholly subjective opinion and thus not something we'll likely come to an exact agreement on, so it's not going to be a good use of either of our time to go back and forth trying to convince each other that a subjective opinion has the validity of objective fact. 'cause we'd both be wrong.
I mean, yes, but a LOT of things can be unintentionally detrimental?
For instance, I have had paranoid Paladins heal themselves up with Clemency the moment they start to lose health; I know they're trying to help, but if I'm playing Astrologian I might want to let them drop lower so that I can drop an Essential Dignity on them with higher potency; if they heal up just before I hit ED and cause it to do less healing potency-wise than I planned on, it can end up not healing them to full when it otherwise might have. If they need to be at full for some reason shortly thereafter, I now have to use a SECOND heal to finish topping them off when it would've previously been one. Usually it's just a momentary annoyance, but so is a Rescue when you didn't expect one.
Now, I'm fairly sure a lot of tanks who don't play healers don't realize how the healer might be letting them drop low deliberately because one big heal is a lot more efficient in terms of rotation (and often MP use as well, especially if additional healing in that moment might require the use of—*shudder*—GCD skills), and how healing themselves up can counter-intuitively sometimes make it harder for the healer to heal them. So I never ascribe this to malice.
But it doesn't mean having a chunk of your Essential Dignity's potency stolen away unexpectedly isn't disruptive on some level.
Now, you can argue that a toggle a healer could put on to disable Clemency having any effect during a run would prevent this disruption, and you'd be right. But I think most people would (rightly) point out this is instead hugely disruptive to the tank who now cannot do something they're expecting with an ability in case they do need it. (And also turning off Clemency would be insanity, because when it's used right it can be a lifesaver.)
I'd point out the same is arguably true of a healer who wants to keep the party up and is expecting to be able to rely on Rescue in that moment they need it, especially if that Rescue use is the difference between the party wiping or not.
Granted, the situations on those two abilities differ wildly in various other aspects; Rescue can be misused (even accidentally) far more than Clemency can, and even when Clemency does cause disruption to healing potency... well, "healers adjust". We're used to adapting to disruption. But I don't know that "even using this ability as intended can be disruptive in the wrong situation" is sufficient grounds to give a toggle for other players to turn off one of your abilities.
That said... honestly, despite the opinions I've expressed here, I don't use Rescue often enough that pulling it from the game would hobble my ability to heal or anything. I find I use it maybe once every two or three weeks at most. (Well, unless Susano pops in trial roulette more frequently, and the parties I end up in consistently agree to use the Rescue efficiency tweak for the knockback stack to let melee keep uptime.) I'd definitely miss it in those situations where I do find myself using it, but it wouldn't be the end of the world. After all, as I said earlier, healers adjust.
But I can say some of that adjustment means I probably wouldn't bother even trying to pull sprouts back when they run away with the stack marker, or get people to the pads in LotA, or yoink someone into the curtains if they're running around in a panic trying to figure out how to cleanse Mortal Flame in the Grand Cosmos. There'd be a chance they had Rescue immunity on, and then I'd just be wasting time I could be spending healing up others or doing damage.
Admittedly, it'd be a little less disruptive if you saw it as a status affliction; if I can see whether or not someone has the Rescue immunity on ahead of time because it's in the party list, then hey, I'll just ignore them and continue as always with regards to anyone else. But that comes down to communication... and I think, honestly, that communication is both the simplest solution here, and arguably the right one.
Because it doesn't take a lot just to ask the other person to please not do that if they do it once. "Hey, I actually have a plan on how I handle that mechanic, I get that you've seen folks whiff that, but if I mess up my timing that's on me; please don't use Rescue there." or "FWIW, Clemency actually makes it harder to heal you as an Astro sometimes. If I'm letting you drop a bit lower than you feel comfortable with, let me know and I'll adjust my plans, but if you can hold off on spamming Clemency it's often more efficient for me to do one bigger heal than a lot of smaller ones."
And if that person doesn't listen? Then they're a jerk, and at that point, yeah, you can probably kick them from party with a clear conscience. (And if the party won't kick them, then alternatively you can leave the party with a clear conscience.)




Reply With Quote






