I was wrong to include the 3.5 in the 5 seconds yes, though so is everyone else saying the animation lock is <1s.Your original quote twithout saying animation lock is separate from iframes, and trying to argue about is.
" Punished for REZZING. "The 5-second" i-frame is mostly taken up by animation lock and you can literally have a floor fall out underneath you, NEW can be hit for 72k HP in the animation , or targeted by drop down or a big AoE in the field coming out of that 2 seconds of running after ANIMATION LOCK will still hit you and kill you."
the platform disappearing will kill you, as mentioned by someone else don't accept a rez right away make sure its safe to do so. You can't be knocked back while in rez animation/animation locked this has not changed. However you can be the moment it finishes. again just make sure its safe and that that is not happening when u rez up. You original post said you only get 2 seconds of invuln not and you continued to harp on that you don't get the full 5 seconds. You do.
I made a post about punishing artificial difficulty going up down up down with these rezzes and what is causing them.
The only thing you stated that was true was platforms missing. That's not artificial difficulty, it' just making sure its safe to rez. It would be artificial difficulty if you were completely SoL and couldn't change that, such as how rerez works in bozja were your just alive again right away. I generally wait at least 10 seconds unless i'm 100% sure about the mechanic that is happening. Healers have ways to restore their mana, as well as resources to heal that don't cost mp. While its not gunna make up for everything, the reason the healer has 0 mp is cause they died, and again not artificial difficulty, body checks are a normal part and have always been a part of raids, just not in every fight. If we kept everyone at max mp all the time regardless of anything. there would be 0 punishment and 0 reason to even care if you died. Thus 0 difficulty.
I also gave 1 example, cause that's what you asked for, of current content; while there are many more. Where if you are at gear lvl you do take the damage you claim you don't take from other normal content. They just set the required ilvls so low for storyline based stuff you almost never notice this. I have had various ilvls in my dungeons and though they meet the ilvl requirement they just barely do and required much more work to keep that one person alive cause the lack of defense on their gear. Que for something in MINE, wearing gear from that time that is not lvl synced or barely lvl synced and see what happens. Lvl sync only syncs a certiain percentage so the higher your gear is over athat lvl the more you get. You can see this in ultimates where once upon a time you needed lvl relvant gear so you could meld. and then once the gear is high enough ilvl u no longer need lvl relevant gear. The lvl 99 dungeon will wreck you if you are not in 99+ gear if u get hit by an avoidable attack. Even in vanguard with food, my blm got hit for 70% of its health on the major u need to avoid mechs. If u get hit right b4 an aoe and the healer doesn't heal in time, and you don't mitigate, second wind, blood bath ect. you will die.
You are just so used to being over content lvl that you don't realize how hard stuff is when you are close/at the ilvl.
When crafted and tomestone gear come + the current raid gear we have. U will survive these hits with much higher hp. You can easily see this by running the lvl 100 dungeon in fresh lvl 99 relic gear + lvl 690 right side. and then running it again after getting your lvl 100 gear and your lvl 100 accessories. The damage taken difference is dramatic you going from being able to survive 1 hit without healer intervention to being able to survive 2-3.
And I apologize if this comes of as rude, get gud, or aggressive. It is ment to be in the tone of educational. I am not the good at wording things in a nuerotypical manner. Raids are not MSQ, and they are intended to be be higher difficulty in general. with the party utilizing their full kit of mitigations, which means the healers are using less of their kit, and less mp if everyone else is doing their jobs. I had multiple people in my raids in artifact left side still, which causes them to be more venerable. In my experience yesterday Very few tanks used reprisal on raid wide's, the only feints I saw were from my friends, I saw very few addles from other casters. As the expansion continues the new tiers become easier as their is more ilvl bloat. Including party members who did savage/upgraded their gear from the 24 man raids, as well as having randos in full savage gear, making them less punishing. I agree that the dots do a little more damage than they should, not much but some. Personally I like either thrice come ruin, or damage downs as punishments for failing mechs. It's week one, people are gunna fail mechs. they are gunna die for failing mechs. as time goes on this will be less and less common, and less of a problem. Making the survivability higher cause 1 person messing up is different then 2-4 people messing up at the same time. I did my first run with healer friends and they would just let me die and focus on keeping whos alive and undotted, when multiple mechs are happening or it put the party in danger, and then rez people after they died. It is part of a healer skill to know when sometimes u have to let someone die, and I harbored no ill will to my own mess ups. So that the fight stays under control. Players should be accepting that their gunna die when its day 1 week 1. Death is ok. wipes are ok. Yes some people will get mad about it. If they didn't want to deal with queing up they could have put up a DF with an ilvl lock it above 700 to make sure they had people who could at least ex clears. It is on that person to tame their anger. Not on the party.
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