For Pandaemonium I have seen a few rescues in P4S for melees that forgot to stack with their healer and just keep hitting the boss. Especially when it was still new, not recently.I actually never get to Rescue in Savage. What causes deaths in Savage is never stack mechanics, but specific positioning where someone needs to be somewhere that I can't be. Rescuing them to my side does not help resolve the mechanic. What good does Rescue do me in P2S limit cut or overflow? P3S FoF? Nados? P4S Act II? Act IV?
That's because either you've made up your mind and you're not interested in giving the ability a fair shake, or your simply not running real content with players that are able and willing to think on their feet.I have never seen it used effectively, ever. All I've ever seen is it being used to troll, harass, and kill other players by healers that think it's a fun joke to pull a random player into a one shot mechanic or a pit.
Knockback attacks have nothing to do with this, it's not another player dictating where you are with little to no input from you. If some healer wants to pull me from the other side of Hell's Keir I just die, nothing I can do unless I manage to hit arm's length fast enough. If they're going to keep it they need to at the very least allow an opt out feature so you can't be moved by people who aren't on your friends list. I'm sick of getting pulled into one shots and having to sit on the ground while the healer has a chuckle and eventually decides to res me.
Plenty of decent uses have been listed here. It was practically a mandatory ability for the main O12S II strat and I personally got value out of it occasionally on weekly clears if someone got caught napping.
IMHO the ability could and should be executed much better than it is. But then given the state of healers as a whole, that's not very likely to happen sadly.
The most common usage for me lately has been P3S Darkened fire when my partner forgets to stack with me.
It's got some value in Endsinger EX as well.
Last edited by Sebazy; 05-02-2022 at 06:45 PM.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
You should have an opt-out... But opting-out of Rescue should also opt you out of all incoming healing. If you don't like "having control taken away from you" you should stay in complete control of your own healthbar too.![]()
Rescue was a huge boon in O12S back when people actually had to do Hello World properly. I'm not a big raider, but even I can name one off the top off my head.I actually never get to Rescue in Savage. What causes deaths in Savage is never stack mechanics, but specific positioning where someone needs to be somewhere that I can't be. Rescuing them to my side does not help resolve the mechanic. What good does Rescue do me in P2S limit cut or overflow? P3S FoF? Nados? P4S Act II? Act IV?
Maybe too much to ask but rework it to do a 3 second invincibility with a 2 min cool down so it is use optimal will suffice?
The only issue is that rescue would end up losing the identity of repositioning players and transform into a tank cooldown at least for single target busters or denying certain things due to invincibility, i don't even wanna think about being asked to rescue a tank that's about to eat an elegant evisceration or demigod double in p4s lol.
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.
Or you could just stop being a baby about getting one bad rescue at most once in 10 hours of game time. Like I've been playing a couple years and only once have I've been killed by a Rescue and it was a honest mistake, once by an overeager healer when I was greeding (but who cares in normal content), a couple times by accident for no effect. Rescue trolling by randoms isn't the epidemic you are making it out to be. If it happens to you constantly you probably doing what I'm doing the vast majority of times I get rescued: standing in bad.
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.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.
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.
Last edited by VerdeLuck; 05-03-2022 at 07:37 AM.
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