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  1. #1
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Goji1639 View Post
    Arms length is intended to allow you to maintain uptime through ENEMY knockbacks. Having to waste it on standard AoEs because your dippy healer might decide to yank you is impeding the DPS. If everyone in the group is wasting their KB immunity for fear of healer incompetence, it's hurting the entire run.

    In statics where everyone is on the same page I can understand the value of Rescue. In DF however, it should be a toggle.
    Read the tooltip bud. Arm's length/Surecast grants immunity to knockbacks AND draw in effects. Thinking this applies to just enemies is some kind of arbitrary rule that makes little sense.

    Your post is also a perfect example of the overexaggerated impact of healers using Rescue. "Hurting the entire run"? What a load of bullocks. I would even wager some players reading this thread didn't even know they could prevent Rescue with their immunity skill.

    Quote Originally Posted by Liam_Harper View Post
    "Use arms length" is the worst argument I've ever seen to justify Rescue remaining in the game. Even more hilarious are the arguments that you can just split second predict a Rescue and kb immune it. I don't think people realize nonsense like that would encourage any Dev reading this to simply laugh and remove Rescue immediately.
    Or you can realize that no one expects you to predict a healer using Rescue on you. All I implied was that if your DPS uptime is so important to you that you will greed, then either use your immunity during this time, or don't cry if the healer rescues you. It is absolutely ridiculous to think a healer is doing this to spite the player being rescued. And who is saying that use if your immunity skill is reason enough to keep Rescue in the game? Strawman? It sure wasn't me. Of course it is not the ideal use of it, but there is no prediction required. It's called being proactive.
    (3)
    Last edited by Gemina; 02-12-2021 at 12:02 PM.

  2. #2
    Player Goji1639's Avatar
    Join Date
    Jul 2019
    Posts
    1,284
    Character
    Father Gascoigne
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Gemina View Post
    Read the tooltip bud. Arm's length/Surecast grants immunity to knockbacks AND draw in effects. Thinking this applies to just enemies is some kind of arbitrary rule that makes little sense.

    Your post is also a perfect example of the overexaggerated impact of healers using Rescue. "Hurting the entire run"? What a load of bullocks. I would even wager some players reading this thread didn't even know they could prevent Rescue with their immunity skill..
    Enemies have pull in effects to; using it in AV during the first pull is a good way to keep the frogs from yanking you and aggroing the entire room.

    The point is that it OBVIOUSLY was intended for use against enemies, not to stop derpy healers from screwing up your rotation or getting you killed. To use it proactively to protect myself from every situation where a healer could potentially screw me I'd need it on a 15 second CD. I can't predict when the healer is going to pull some low IQ nonsense, so I'll need to be popping it for every AoE I can dps through, every time my burst is off CD and when the enemies that AREN'T in my party are threatening to reposition me.

    Forcing everyone to use their KB immunity to keep dopey healers in check definitely hurts the party. Not saying it's crippling, but it's not exactly a net gain for anyone.
    (1)
    Last edited by Goji1639; 02-12-2021 at 12:39 PM.

  3. #3
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Goji1639 View Post
    Enemies have pull in effects to; using it in AV during the first pull is a good way to keep the frogs from yanking you and aggroing the entire room.

    The point is that it OBVIOUSLY was intended for use against enemies, not to stop derpy healers from screwing up your rotation or getting you killed. To use it proactively to protect myself from every situation where a healer could potentially screw me I'd need it on a 15 second CD. I can't predict when the healer is going to pull some low IQ nonsense, so I'll need to be popping it for every AoE I can dps through, every time my burst is off CD and when the enemies that AREN'T in my party are threatening to reposition me.


    Forcing everyone to use their KB immunity to keep dopey healers in check definitely hurts the party. Not saying it's crippling, but it's not exactly a net gain for anyone.
    My statement acknowledges that enemies have draw in effects as well. I never said they don't have them.

    I understand what you're saying, and I get why it is frustrating. My point is that this does not warrant deleting the skill, or placing a toggle on it. The only thing obvious about your immunity is that it prevents exactly what it says it does. What is obvious to me is that you're making a bigger deal out of this than needs to be, and I provided an option that would assist you. Instead of seeing it as a viable option, you dismiss it and proceed to chastise the game's healers and saying they are of low IQ when all they are doing is trying to keep you from dying. At the bare minimum it shows they are paying attention to not only the mechanics, but also their party member's positions. This is not easy to do, and all you can exhibit is a massive amount of unappreciation because your uptime is clearly more important than anything else.

    No one is forcing you to do anything. If you want to be dismissive, then I will return in kind and say if you don't want to be rescued, then don't give the healers a reason to rescue you.
    (5)

  4. #4
    Player Goji1639's Avatar
    Join Date
    Jul 2019
    Posts
    1,284
    Character
    Father Gascoigne
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Gemina View Post
    My statement acknowledges that enemies have draw in effects as well. I never said they don't have them.

    I understand what you're saying, and I get why it is frustrating. My point is that this does not warrant deleting the skill, or placing a toggle on it. The only thing obvious about your immunity is that it prevents exactly what it says it does. What is obvious to me is that you're making a bigger deal out of this than needs to be, and I provided an option that would assist you. Instead of seeing it as a viable option, you dismiss it and proceed to chastise the game's healers and saying they are of low IQ when all they are doing is trying to keep you from dying. At the bare minimum it shows they are paying attention to not only the mechanics, but also their party member's positions. This is not easy to do, and all you can exhibit is a massive amount of unappreciation because your uptime is clearly more important than anything else.

    No one is forcing you to do anything. If you want to be dismissive, then I will return in kind and say if you don't want to be rescued, then don't give the healers a reason to rescue you.
    All I'm really saying in response to you is that Arm's Length isn't a good solution to this. I've always been in favor of making Rescue into a toggle; that way everyone gets what they want out of the situation. Too many Healers seem to dismiss this option, though, because apparently yanking people around is their birthright and no one should be allowed to say no. So, fine, if you know where I should be standing so much better than I do then you'd better not screw up.

    An ability that's as absurdly intrusive as Rescue should only be used on people who want it. There's a reason this topic keeps coming up; people DON'T LIKE being forcibly repositioned by other players.
    (3)
    Last edited by Goji1639; 02-12-2021 at 11:17 PM.