
making a role skill akin to an actual skill for a job current in the game is a no-no, healers are already crying that most skills are the same I doubt they would want the same to one of the few unique healers they have.


This would absolutely be cheesed to hell and back in savage. Something that lets you make someone invulnerable to even one-shot mechanics? Hey, there's your solution to the (incredibly dumb) deliberate tank damage down strategy for P1S Intemperance!So people say if we get rid of rescue then we need a replacement. Instead of replacing it I say we just alter how it works. Instead of being able to physically move someone I say it just puts an "all or nothing" shield on them that lasts for only a few seconds...enough to RESCUE them from a mechanic. No damage...no debuff...they are immune for a few short seconds. The shield has no HP amount really...if they take 10 damage...the shield is gone...if 100k damage...the shield is gone. Have pretty much same recharge rate as a Benediction or something.
It would take party finder about 37 seconds to devise new cheesing strategies for savage after a patch with that change went live.
Edit: To prevent cheese, there'd need to be a downside, and one that would hurt enough to discourage it being used except to actually save someone. Like if the person takes any damage that would've been in excess of their current HP, they take a 30% debuff to DPS for 45s or something; it wouldn't be quite as bad as rezzing them a second time into Brink of Death, but it would still be painful in any current high-end content.
(Hence my hypothetical "Salvation Denied" / "Unsaved" example earlier in the thread.)
Last edited by Packetdancer; 05-04-2022 at 06:50 AM.
I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.Originally Posted by Packetdancer
The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
i've used it for its intended purpose enough times i'd miss it if it were to be removed. and i do mean the truly intended purpose of "rescue someone from death or get the stack marker back with the group or drag a partner into a 2-person tower". and i'm fast enough to only have reeled in a corpse about 33% of the time.


I find it very annoying when i'm doing uptime and some no dps or overly cautious healer rescues me when I would have been just fine, especially as a BLM.
Luckily nobody does it in endgame content![]()

sorry but that replacement has a lot of way to be exploited, if you want something like invulnerability you also need a down side, just check all tanks invul, but if you REALLY want to follow this route a good way would have something like bard's ultimate on LoL a total invul for 5 seconds that makes you unable to do anything but it's something people would find an annoyance or find place to exploit.So people say if we get rid of rescue then we need a replacement. Instead of replacing it I say we just alter how it works. Instead of being able to physically move someone I say it just puts an "all or nothing" shield on them that lasts for only a few seconds...enough to RESCUE them from a mechanic. No damage...no debuff...they are immune for a few short seconds. The shield has no HP amount really...if they take 10 damage...the shield is gone...if 100k damage...the shield is gone. Have pretty much same recharge rate as a Benediction or something.




This is a far better angle to take with it.So people say if we get rid of rescue then we need a replacement. Instead of replacing it I say we just alter how it works. Instead of being able to physically move someone I say it just puts an "all or nothing" shield on them that lasts for only a few seconds...enough to RESCUE them from a mechanic. No damage...no debuff...they are immune for a few short seconds. The shield has no HP amount really...if they take 10 damage...the shield is gone...if 100k damage...the shield is gone. Have pretty much same recharge rate as a Benediction or something.
Understand that healers are beyond braindead as it is. Rescue really is one of the very few last facets of interesting optimisations healers have left even with it being as niche as it is. Thus why you'll find many people being so irritated with people blindly calling for it removed without so much as acknowledging how useful the ability has been in certain situations since it's introduction (Watch O12S part 2 clears when it was relevant for a good example).
IMHO the solution is pretty simple:
Visually keep it as is with the player appearing to be dragged to the healer, but mechanically the player being dragged should be teleported directly to you so no falling into pits or through fire. Invincibility frames whilst being rescued would be nice and all, but I suspect that would allow for a huge amount of abuse so I really can't see that happening.
Of course, this is expecting SE to spend more than 5 minutes and a napkin's worth of idea time on healers.
Oh well.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~


I will agree with this; I do firmly believe Rescue should be used sparingly because it is jarring to the one being rescued, and you don't know someone doesn't have a plan to zip to safety at the last moment.
As I noted earlier, my stated policy is (semi-jokingly, but not entirely joking) "Stand in the bad, and I will assume you have a strategy to get to safety. Die to that once and stand there a second time, I will just assume En Avaunt or Aetherial Manipulation or whatever didn't fire last time. Die to it a second time and stand there a third time, and I will assume I am your strategy to get to safety and act accordingly."
Despite this, I usually let it go rather longer than three pulls, before resorting to "okay, no, you need to be here".
I was in a PF farm party for Emerald Weapon EX when it was current (I've still only ever seen that mount drop once, and I've got nearly enough totems to buy the dang thing...), and we had a melee who insisted on going for positionals rather than going to their orb position in any sort of rational timeframe. As a result, they consistently clipped another orb en route when they did finally decide to move, thus repeatedly wiping us there. As they happened to be my partner for orbs, on like the sixth pull when they were demonstrably going to do this again despite everyone getting increasingly irritated (and my sense that we were about one wipe away from a disband), I just Rescued them into place.
(In what I'm sure was entirely coincidence, that was the pull where we finally made it past orbs -- and indeed, the checkpoint.)
They complained after the phase transition that I'd cost them uptime and DPS, and trotted out the old chestnut that "healers should adjust". Never mind there's no way to "adjust" to failing that mechanic.
In one of only two times I have legit just snapped at someone in this game and been anything other than polite, I replied "I *adjusted* your position. Pray I do not adjust it further." (A quote I had long joked about being the appropriate healer response to that, and which -- in the moment -- seemed the best reply I could make.)
Rescue should be used sparingly, and only to save people, whether that's by pulling them out of the bad, or pulling the bad they have out of the party, or whatever keeps people alive. But I will admit that there are those rare occasions where that salvation is delivered in an almost vindictively satisfying fashion...
I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.Originally Posted by Packetdancer
The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
I like this suggestion. I dont think it should be removed just altered. The animations delay on it is awful as is.So people say if we get rid of rescue then we need a replacement. Instead of replacing it I say we just alter how it works. Instead of being able to physically move someone I say it just puts an "all or nothing" shield on them that lasts for only a few seconds...enough to RESCUE them from a mechanic. No damage...no debuff...they are immune for a few short seconds. The shield has no HP amount really...if they take 10 damage...the shield is gone...if 100k damage...the shield is gone. Have pretty much same recharge rate as a Benediction or something.



I had them use it on me and pulled me right over AOE that killed me. I have watched them on titan when they're going over the edge and use it on the tank to pull them over with them. I see it more missed used than used right.
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