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  1. #11
    Player Midareyukki's Avatar
    Join Date
    Oct 2017
    Location
    Bozja
    Posts
    2,580
    Character
    Harun Asubra
    World
    Zodiark
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Packetdancer View Post
    instead of Rescue moving someone, the person it is used on gets a short buff -- let's call it "Ruin Denied" or "Salvation", and make it 10s.
    Quote Originally Posted by Packetdancer View Post
    wouldn't let you yoink someone out of LB3 animation lock without consequence (e.g. the Brink of Death rez debuff). Though you could at least prevent the person in LB3 animation lock from dying.
    ok I forgot cancelling the animation lock from LB3 is a thing ._. And I love doing it.
    Question is whether or not such a design makes up for losing tricks like those.

    I never said that Rescue was evil or anything, so I'm not arguing about whether it should be removed or not. I'm just pointing out that it excuses poor behaviour in a lot of the situations where it's used. As a healer, you can't expect everyone to do things flawlessly, but as a DPS you can't expect the healer to only cater to you. It's a give-and-take sort of thing. But if you ignore that, then the problem still stands: Rescue is oddly designed.

    The problem seems to simply be the lack of agency over Rescue. It's a tool that cancels a lot of skills, has an animation lock and it counts as a knockback. It makes it easy to be used to troll people. Cancelling TCJ or stuff like Aglaia where people use it to troll the Nald'thal balance sequence are but a few examples.

    Thresh's Lantern is a good comparison for a way to fix it, but it does remove the healer's aspect of being able to clutch-save people from certain death, thereby preserving a run if it's that dire. People would need to react on time or be aware that they are doing stuff poorly to accept the teleport. A buff like that would really be no different.

    But unfortunately it does seem like a "can't have your cake and eat it too" scenario; we can't ask for it to be changed to be less invasive without giving up on some of the factors that make it truly useful. Death to a mechanic to proc Salvation will still consume time, and Rescue can be used to save time. And to get into VerdeLuck's comment, they're right in that it'd be hard to balance given a healer's kit. If on a longer cooldown than a raise, it'd defy the purpose of having it, you'd rarely ever use it. If not, it could replace Raise spells with no consequence, which is what the job design team tries to avoid (to varying effect...).

    So it really depends now: what do people want to give up so there's a higher sense of agency\less intrusion on your gameplay experience?

    Because we have valid ideas to replace Rescue, but all of them come with the caveat of giving up part of Rescue's benefits as an improvement.

    Quote Originally Posted by Packetdancer View Post
    Exactly. *gestures towards previous suggestions of how to replace/rework Rescue with something that cannot be abused*
    While certainly something we'd all accept... question is what can be done to prevent abuse? ^^;; That's the rub, stuff can be abused in roundabout ways.

    Quote Originally Posted by Packetdancer View Post
    (Moreover, watching someone plummet to their death in Aglaia only to have them bungee back up and rocket over to the healer when Salvation procced would be at least a little hilarious to see.)
    Aye.
    (1)
    Last edited by Midareyukki; 08-10-2022 at 11:17 AM.

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