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  1. #1
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by VerdeLuck View Post
    So far what's been listed is savage mechanics, which are unaffected by adding an opt-out option. You would just turn it back on when you're in a savage party and you could still use your strats.
    Most of uses of Rescue are in normal raids and trials, where simply getting out of dodge in time is the only requirement. That’s one way SE makes those fights easier for players like you. Stack markers and knockbacks are plentiful, but back to back tracking puddle AoEs (the ones that follow one player’s movement) or ones that split the room in half or between in/out are also common and can be utter coin flips with additional layers on top.

    Hell, I’ve saved more people from running the wrong direction on Shinryu’s phase 3 transition charge in a day one lockout than I’ve troll rescued in my entire game time.

    Let’s go down the tier for examples:
    P1N: In/Out and Intemperance get people on their first go around and checking for that first hit is easy. Rarely a problem now.

    P2N: Keeping people out of the water and in healing range are common reasons but the former but can be difficult to pull off. Cataracts and Coherence’s line stack aren’t atypical things to rescue new players for. This’ll age poorly past 7.0.

    P3N: Bennus if someone isn’t placing their AoE on the right mob and/or two are fighting over the same mob. Cross fire AoE if someone forgot/doesn’t know it widens out after connecting in the center. The two combine into a common sore spot so I’ll adjust around the stupid if I have a marker.

    P4N: Sword/Cape and Lightning/Water during Baby Pinax consistently get people. Rarely I will rescue the only guy who can cover my own anti role orb or to get people out of the puddles in the middle of the elemental tiles.

    I haven’t done the alliance raid but given the arena sizes now you’d better expect to be rescued if you get lost with another party across the map.
    (2)

  2. #2
    Player
    VerdeLuck's Avatar
    Join Date
    Jan 2022
    Posts
    1,112
    Character
    Ymir Bombullshale
    World
    Halicarnassus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Grimoire-M View Post
    Most of uses of Rescue are in normal raids and trials, where simply getting out of dodge in time is the only requirement. That’s one way SE makes those fights easier for players like you. Stack markers and knockbacks are plentiful, but back to back tracking puddle AoEs (the ones that follow one player’s movement) or ones that split the room in half or between in/out are also common and can be utter coin flips with additional layers on top.

    Hell, I’ve saved more people from running the wrong direction on Shinryu’s phase 3 transition charge in a day one lockout than I’ve troll rescued in my entire game time.

    Let’s go down the tier for examples:
    P1N: In/Out and Intemperance get people on their first go around and checking for that first hit is easy. Rarely a problem now.

    P2N: Keeping people out of the water and in healing range are common reasons but the former but can be difficult to pull off. Cataracts and Coherence’s line stack aren’t atypical things to rescue new players for. This’ll age poorly past 7.0.

    P3N: Bennus if someone isn’t placing their AoE on the right mob and/or two are fighting over the same mob. Cross fire AoE if someone forgot/doesn’t know it widens out after connecting in the center. The two combine into a common sore spot so I’ll adjust around the stupid if I have a marker.

    P4N: Sword/Cape and Lightning/Water during Baby Pinax consistently get people. Rarely I will rescue the only guy who can cover my own anti role orb or to get people out of the puddles in the middle of the elemental tiles.

    I haven’t done the alliance raid but given the arena sizes now you’d better expect to be rescued if you get lost with another party across the map.
    None of these mechanic punish the group for one player failing them. If the players fail them then they fail them and learn for the next time.
    I don't know if you're purposely misunderstanding me or not but savage mechanics punish the whole group for failing them, normal mode mechanics do not and a player being out of position just impacts them. It's not a big deal if they were to die from a mistake.

    Besides, we're talking about having a toggle that most people won't touch. It's not that big of a deal to just give players that power to curate their experience in the game.
    (0)
    Last edited by VerdeLuck; 05-03-2022 at 07:37 AM.

  3. #3
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by VerdeLuck View Post
    None of these mechanic punish the group for one player failing them. If the players fail them then they fail them and learn for the next time.
    I don't know if you're purposely misunderstanding me or not but savage mechanics punish the whole group for failing them, normal mode mechanics do not and a player being out of position just impacts them. It's not a big deal if they were to die from a mistake.

    Besides, we're talking about having a toggle that most people won't touch. It's not that big of a deal to just give players that power to curate their experience in the game.
    You're assuming mistakes happen in isolation. I'm assuming they're not. It's that simple.

    EDIT: To be clear, the people arguing against you understand two very basic healer concepts. Triage, and Resource Management. We are using Rescue to conserve raise mana and to avoid hardcast raise in the first place. Meaning it's being used in a context where players ARE making enough mistakes to warrant it. Also, it's factually a DPS gain over raise. Not only from the GCDs the DPS lost in the interim AND the weakness penalty, but the GCDs the healer has to use if they're required to hardcast Raise. It's a better tool than Swiftcast if you know what you're doing. And we do. You don't. You wanna be greedy, guess what, sometimes we are too. And it's more satisfying to execute than any DPS rotation in this game, and I play fucking Ninja.
    (4)
    Last edited by Grimoire-M; 05-03-2022 at 11:36 AM.
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  4. #4
    Player
    VerdeLuck's Avatar
    Join Date
    Jan 2022
    Posts
    1,112
    Character
    Ymir Bombullshale
    World
    Halicarnassus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Grimoire-M View Post
    You're assuming mistakes happen in isolation. I'm assuming they're not. It's that simple.

    EDIT: To be clear, the people arguing against you understand two very basic healer concepts. Triage, and Resource Management. We are using Rescue to conserve raise mana and to avoid hardcast raise in the first place. Meaning it's being used in a context where players ARE making enough mistakes to warrant it. Also, it's factually a DPS gain over raise. Not only from the GCDs the DPS lost in the interim AND the weakness penalty, but the GCDs the healer has to use if they're required to hardcast Raise. It's a better tool than Swiftcast if you know what you're doing. And we do. You don't. You wanna be greedy, guess what, sometimes we are too. And it's more satisfying to execute than any DPS rotation in this game, and I play fucking Ninja.
    Why are you so concerned with DPS gain and having a not wasting GCDs in normal mode content? There are absolutely no DPS checks in normal mode content that would warrant that level of optimization. You're just manufacturing a mountain out of a molehill because you want to die on the hill for your right to tell people what they should do. It's not your place to do it and SE has said as much in their TOS under the section about compelling a playstyle. You can't control other people in an online game. Stop trying to micromanage and talk down to people like they're 3 year olds and just play the game. If someone dies and they need to wait on swiftcast for a raise ok then they have to do it. It's casual content, it's designed around this stuff.
    A toggle would be a perfect solution to this problem, other games already have it, there's no terrible apocalypse that happened because players could turn it off when they didn't want other people using skills that can move them around. If you want to use it for mechanics or enforce it in a Party Finder for Extremes and Savages where DPS actually matters then go ahead, they can enable it being used on them again. It just saves a whole lot of headaches, arguments, and GM tickets in casual content and roulettes to pre-empt it and let the player say no thanks before it's even used on them.
    (1)

  5. #5
    Player
    Mapleine's Avatar
    Join Date
    Sep 2013
    Posts
    226
    Character
    Elodie Claire
    World
    Leviathan
    Main Class
    Sage Lv 100
    Quote Originally Posted by VerdeLuck View Post
    Why are you so concerned with DPS gain and having a not wasting GCDs in normal mode content? There are absolutely no DPS checks in normal mode content that would warrant that level of optimization. You're just manufacturing a mountain out of a molehill because you want to die on the hill for your right to tell people what they should do. It's not your place to do it and SE has said as much in their TOS under the section about compelling a playstyle. You can't control other people in an online game. Stop trying to micromanage and talk down to people like they're 3 year olds and just play the game. If someone dies and they need to wait on swiftcast for a raise ok then they have to do it. It's casual content, it's designed around this stuff.
    A toggle would be a perfect solution to this problem, other games already have it, there's no terrible apocalypse that happened because players could turn it off when they didn't want other people using skills that can move them around. If you want to use it for mechanics or enforce it in a Party Finder for Extremes and Savages where DPS actually matters then go ahead, they can enable it being used on them again. It just saves a whole lot of headaches, arguments, and GM tickets in casual content and roulettes to pre-empt it and let the player say no thanks before it's even used on them.
    Full on cringepost.
    (3)

  6. #6
    Player
    Shuuli's Avatar
    Join Date
    Sep 2021
    Posts
    304
    Character
    Shuuli Vondael
    World
    Adamantoise
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by VerdeLuck View Post
    None of these mechanic punish the group for one player failing them. If the players fail them then they fail them and learn for the next time.
    I don't know if you're purposely misunderstanding me or not but savage mechanics punish the whole group for failing them, normal mode mechanics do not and a player being out of position just impacts them. It's not a big deal if they were to die from a mistake.

    Besides, we're talking about having a toggle that most people won't touch. It's not that big of a deal to just give players that power to curate their experience in the game.
    Very easy example for you on how failing a mechanic can punish the party: New EW Ex trial 3. If your people stack up vuln stacks due the planets, or because they fail to stand in the meteors (the full party will gain vuln stack based on how many people f up) then comes the big Raid wide and wipes half the team and gives a deadly bleed to the rest that may be still alive. I cannot tell you how many times I died on bleed because the healer needed to focus to keep the tank alive and they choose them over me... a sad feeling when I did all of my mechs perfectly and the 2 melee messed up all of theirs for greed.

    I have seen people use rescue here in a very good and useful way and I would not like it to be removed.
    (3)