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  1. #31
    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.
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    Last edited by VerdeLuck; 05-03-2022 at 07:37 AM.