Rescue has a higher skill floor than people realize due to its inherit issues in design (Slow activation time due to numerous checks from servers to clients, slow pull time, variable pull time needed based on distance away) and having to adjust for players' own actions. On top of this, you need to be further out of an AoE since it drags someone next to you, not literally on top of you. It's not until you're actually trying to use it a lot that you really get that feel of how sluggish and off it is.
It means you want to wait until the last possible second to rescue someone so they don't get the time to move back into bad-
Which increases your chance of delaying too long and pulling a corpse.
You also see people ~1s behind where they've moved to on their screen. It feels really bad to rescue someone only to see them start moving left after you've hit the button and you're pulling them right. Now it's too long to pull them all the way before the AoE goes off, and they had started moving but you literally could not have known.
This all means good rescue usage takes real practice, including practice reading players throughout an entire fight to gauge the likelihood they're going to execute a mechanic correctly...and you can only practice on real people. Everyone wants a practiced person, but no one wants to suffer being the one practiced on.
From personal experience, way fewer people know what they're doing vs those that just think they do. Want an example? See how many people do the Blight mechanic correctly in Chrysalis. If you're not running to the outside you never learned what that mechanic actually does, and you probably still think only tanks can take the meteors. Even times I give the benefit of the doubt to people geared and who HAVE been pre-positioning and proving they know the fight...there's a good chance they kill themselves. Your BEST BET to not get rescued is to pre-position as soon as you can. No, you won't stop all rescues, but you will stop rescues from those of us who ARE watching the entire fight and how people are playing.
All in all it's a frustrating skill as you REALLY need to practice with it to get the right feel, and even then it's iffy. It's rough on the player getting pulled, and it's rough trying to time it as best as possible. I give people as much benefit of the doubt as I possibly can, but I have to make the decision to press rescue earlier than most people think I do.
Still, you can do some really good stuff with it once you're experienced. Like the ones in this collection:
https://www.youtube.com/watch?v=svD1...GPu-XLRU6aUZCx
I know it can be frustrating to get pulled by someone who's killed you, but it's also frustrating to carry E5 Normals with 36 deaths (yes I did have fun last week). I do not see very many malicious rescues - just untrained unpracticed ones that people think are malicious since they have no idea how sluggish rescue is. There are way better malicious ways to impede someone. I have a lot of fun improving my rescue skills and will never support getting rid of it - though heck it'd be nice to improve it so it feels more natural to use.


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