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  1. #91
    Player
    Katie_Kitty's Avatar
    Join Date
    Jan 2018
    Posts
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Gemina View Post
    If no one is dead, the ability to raise provides zero benefit.
    This is kinda one of those "Thank you Captain Obvious" moments here.

    Of course raise is irrelevant if nobody dies. But savage and ultimate raiding is done, by the vast majority, with groups that DO die. Prog groups, reclear groups that maybe aren't perfect players, those are like 70% of raiding in this game. Speedclear groups where everyone is expected to be perfect are a tiny niche within a minority of the playerbase.

    Personally, I hang my hat as a raider on my role as the Red Mage who aims to be the last person alive and capable of extending pulls as long as possible (or saving them) with my combat raise while also providing respectable damage numbers. I'd be annoyed if we lost that for no good reason.
    (4)

  2. #92
    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 Katie_Kitty View Post
    This is kinda one of those "Thank you Captain Obvious" moments here.
    Not really. It shouldn't have to be said or defended why jobs like BLM and SAM are part of comps despite their "lack" of utility. But you're not going to get that from my quote alone. You have to take into context what that statement is responding to.

    Quote Originally Posted by Katie_Kitty View Post
    Of course raise is irrelevant if nobody dies. But savage and ultimate raiding is done, by the vast majority, with groups that DO die.
    Now this where the "Thank you captain obvious" remark is more warranted. This does not have to be explained to me because it should be clear that I am not trying to exclude RDM and SMN from comps, unlike what the poster I quoted was doing with BLM.
    (3)

  3. #93
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Ferrinus View Post
    BLM not having any prog-friendly mechanics of its own, which I don't think should include a raise but could easily be something like an enhanced Addle, Manashift returned to it, or something else along those lines.

    then sam will ask for something too , rpr /drg buffs , nin TA ....

    MCH will raise a hand and point to the dancer ....the brd is on limsa singing songs for gil.

    no all jobs are made equal , and thats a good thing


    Raise is nice to have in prog to keep going and practice ...or to fix a mistake , a kill can come in 2 days if u have raises , instead of 3-4 ...i know is a different beast , but removing it from SMN / RDM will make the game better or worse?

    FFXIV doesnt limit the numbers of rez u can do , so having rezzers is a huge boon.
    (0)
    Last edited by Warlyx; 10-29-2021 at 07:09 PM.

  4. #94
    Player
    MellowMink's Avatar
    Join Date
    Sep 2021
    Location
    Limsa Lominsa
    Posts
    640
    Character
    Mello Minkus
    World
    Faerie
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Gemina View Post
    If no one is dead, the ability to raise provides zero benefit.
    That is indeed correct, but raises are to account for occasional mistakes since most people aren't perfect; otherwise, healers wouldn't need them either.
    (1)

  5. #95
    Player
    Taranok's Avatar
    Join Date
    Mar 2015
    Posts
    797
    Character
    Arilaya Syldove
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by MellowMink View Post
    We don't have to strictly adhere to the rules of other Final Fantasy games; I think it's totally fine for Black Mage and Summoner to both be able to raise.
    Provided it's balanced. Or, to put it another way, I don't see Red Mages acting as an equally viable healer and dps simultaneously. Plus, it doesn't need to be raise specifically. My favorite trapping when theorizing this spell would be taking inspiration from defibrillators. Shock their heart until it starts beating again. Torture them awake.

    Only, because it's BLM, I'd stick it on a minimum of 2m cooldown, have no MP cost, and be oGCD just to flavor it differently. And 2m might honestly not be long enough. Either way, my stance will firmly remain. Either every caster DPS should have a raise, or no caster DPS should have it (except BLU, since they're their own minigame, not a true cDPS).
    (0)

  6. #96
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I think the dev team needs have a long hard look at raises. Sure, having a safety net makes the game feel more accessible. Newer players probably don't want the ARR Titan HM experience of sitting at the bottom of a cliff staring at a couple of other dead bodies until the fight resets. But I do think that there should be a hard cap on the number of times you can raise someone in harder difficulty settings. Imagine doing progression in a harder fight where you could only receive a raise once per fight, or having a Monster Hunter cart system where your entire raid gets three uses of raise per pull. It's still there, but using it becomes more strategic.

    It's strange to see how much easy access parties have to raise when you compare it to, say, Warcraft, where your access to battle rez is restricted.

    If you had appropriate checks and balances in place for the ability, it wouldn't really matter at all who brought it, and you wouldn't have to balance other things (dps, etc) around it.
    (1)

  7. #97
    Player
    Sacae's Avatar
    Join Date
    May 2017
    Location
    Gridania
    Posts
    183
    Character
    Holo Wisewolf
    World
    Cerberus
    Main Class
    Dancer Lv 100
    I'm against a raise for BLM, but some more utility could be nice, I guess. I'm thinking a self Bene, call it "Invigorate" or something, could even steal the old invigorate animation, and give it a big cooldown like PLD's Hallowed Ground. Would be good for newbies and more skilled players, as it can be an "oh shit" button for the former, and could be used as a pseudo-manaward for the latter, letting them squeeze out a bit more DPS or something.

    I would also like to upgrade Sharpcast to "Temper," and have it give us two procs, but that's more me just wanting a classic BLM spell added to our toolkit, and I can't think of what else it'd do.
    (1)

  8. #98
    Player
    Daralii's Avatar
    Join Date
    Jul 2015
    Posts
    3,090
    Character
    Endris Caemwynn
    World
    Coeurl
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Lyth View Post
    I think the dev team needs have a long hard look at raises. Sure, having a safety net makes the game feel more accessible. Newer players probably don't want the ARR Titan HM experience of sitting at the bottom of a cliff staring at a couple of other dead bodies until the fight resets. But I do think that there should be a hard cap on the number of times you can raise someone in harder difficulty settings. Imagine doing progression in a harder fight where you could only receive a raise once per fight, or having a Monster Hunter cart system where your entire raid gets three uses of raise per pull. It's still there, but using it becomes more strategic.

    It's strange to see how much easy access parties have to raise when you compare it to, say, Warcraft, where your access to battle rez is restricted.

    If you had appropriate checks and balances in place for the ability, it wouldn't really matter at all who brought it, and you wouldn't have to balance other things (dps, etc) around it.
    Isn't that what Weakness and Brink of Death already are?
    (2)

  9. #99
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Daralii View Post
    Isn't that what Weakness and Brink of Death already are?
    Those are the balance checks against the encounter for access to the raise, not the balance check against who brings them.

    Fight tuning demands you perform the encounter within a certain amount of perfection at release, laxed as the patch goes on and gear accumulates, and naturally declines further and further you move forward in the game's history compared to when the content releases.
    (1)

  10. #100
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Daralii View Post
    Isn't that what Weakness and Brink of Death already are?
    Those are garbage actually IMO. Same with Brush and BLU. Honestly Summoner should lose the raise and physic. What they should do is allow the use of Phoenix Downs in battle but a character can only hold 1 in their inventory so in this case even if you don't have the ability inherently to raise you can do it just once a encounter.

    Their tuning right now is primarily factoring that Healers, RDM, SMN can raise.

    But I think SMN lore with Phoenix will guarantee that they keep the raise. But BLM given it's lore is destructive and I can't see them getting a raise in their kit.
    (0)

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