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  1. #41
    Player
    DKMR's Avatar
    Join Date
    Jul 2024
    Posts
    19
    Character
    Rai Ryuu
    World
    Siren
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Arohk View Post
    The 5 second Invul after a rezz start when your character is able to move again, not during your loading.
    You can see that in your Buffbar.
    I know, I'm replying OP because they said it takes up 3 secs of your 5 secs of invuln, which it doesn't. I'm just saying that timing the rez animation is pointless since you cant see a buff after you've rezzed at an aetheryte.
    (1)

  2. #42
    Player
    Urielparadox's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    500
    Character
    Smily Kweh
    World
    Maduin
    Main Class
    Red Mage Lv 100
    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.
    (0)

  3. #43
    Player
    JadeCurtiss's Avatar
    Join Date
    Jul 2024
    Posts
    91
    Character
    Naoto Seijima
    World
    Famfrit
    Main Class
    Paladin Lv 100
    I'd like to point out you have 60 seconds to get up when ressed in addition to being able to move for 5 seconds without taking any damage. That's 65 seconds you have to wait for safe opening between mechanics. You don't even need half that long in any scenario to get up safely.
    (2)

  4. #44
    Player
    Alklios's Avatar
    Join Date
    Jul 2015
    Posts
    127
    Character
    Aelfred Sigmundsson
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by JadeCurtiss View Post
    I'd like to point out you have 60 seconds to get up when ressed in addition to being able to move for 5 seconds without taking any damage. That's 65 seconds you have to wait for safe opening between mechanics. You don't even need half that long in any scenario to get up safely.
    I'm just tired of explaining what can happen in animation lock or delayed over your head drop downs at this point.

    Healers should not be expected to have savage level skills for casual and I say that as Tank/RDM.
    (0)
    Last edited by Alklios; 07-18-2024 at 05:35 AM.

  5. #45
    Player
    JadeCurtiss's Avatar
    Join Date
    Jul 2024
    Posts
    91
    Character
    Naoto Seijima
    World
    Famfrit
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Alklios View Post
    Healers should not be expected to have savage level skills for casual and I say that as Tank/RDM.
    It's good that there isn't any savage level mechanics in casual play then.
    (7)

  6. #46
    Player
    Kiurt's Avatar
    Join Date
    Jun 2018
    Posts
    34
    Character
    Defeth Kinath
    World
    Moogle
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Alklios View Post
    I'm just tired of explaining what can happen in animation lock or delayed over your head drop downs at this point.

    Healers should not be expected to have savage level skills for casual and I say that as Tank/RDM.
    It is still on you to wait for the right time to accept a res'. You're immune to pushback during the animation lock. You're immune to damage during the animation lock and 5 seconds afterwards.
    You could be ressed on R4 at the start of the platform being destroyed and still have plenty of time on the timer to accept it after the platform is back up.
    R1, the platforms comes back ~1min20 after being destroyed, so either you know the healers ressed you on a platform, or they didn't, they res' you again, and done, since platforms shouldn't break outside of the start of the phase. Between the last mechanic and the moment she starts breaking platforms, you have 15 to 25 seconds to accept a raise, and there's nothing going on.

    My point is, you actually have plenty of times to avoid the "animation-lock" death mechanics, which are breaking platforms. You have plenty of times to decide WHEN to res to avoid these types of problems.

    Healers are used to EW level of damage, and it was lower than every expansion ever released.

    I'm all for listening to criticism towards certain point of the game, but the res' animation lock is something that have been here since 2.0, reduced in 2.1 with the added invulnerability buff. This isn't the issue you think it is.
    (1)

  7. #47
    Player
    Estguard's Avatar
    Join Date
    Jul 2022
    Posts
    13
    Character
    Claire Estguard
    World
    Goblin
    Main Class
    Black Mage Lv 100
    Big agree.
    (0)

  8. #48
    Player
    Chyro's Avatar
    Join Date
    Nov 2015
    Location
    Gridania
    Posts
    201
    Character
    Chyro Soulpaw
    World
    Omega
    Main Class
    Scholar Lv 100
    Isn't it natural that if everyone keeps dying to stuff, healers included, that you end up with mana issues on healers and them being weakened and having a harder time getting people back to full after reviving? If that wasn't the result of people dying too much, there would be no fail state cause people can just endlessly revive through bad play until the boss is dead. Yes, eventually you will end up wiping if things go that badly. And a fresh attempt can often go better if people pay attention to what hit or what killed them and are more attentive about avoiding that in the new attempt.

    Sometimes you get a better or worse group. Sometimes you need more attempts and more patience. That's all part of the game. It's okay to fail, it's okay to wipe. Just learn and improve. With each attempt there should be less people getting hit or dying, which puts less pressure on the healers and makes it easier to recover from the less frequent mishaps.

    The way reviving works has been the same for a long time. It's up to each player to learn when it's a good time to accept a revive and how to behave after being revived to increase the likelyhood of staying alive. Sometimes there are mechanics that kill you right after reviving, like the floor falling away or a certain spooky ghost doing some fleshbusting. And if something like that kills you on revive, take it as a lesson to be learned - to pay more attention to when these things happen in the fight and perhaps delay the revive a bit when you can tell that the boss is about to do that.
    (1)

  9. #49
    Player
    Urielparadox's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    500
    Character
    Smily Kweh
    World
    Maduin
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Alklios View Post
    I'm just tired of explaining what can happen in animation lock or delayed over your head drop downs at this point.
    Healers should not be expected to have savage level skills for casual and I say that as Tank/RDM.
    And people have repeatedly informed you we are aware of what you are saying, and it is incorrect. These fights do not require anywhere near savage/ex lvl of healing. Try healing ex 1 and then come back to these raids. The reason it seems this bad is because people are getting trashed, from failing mechanics. People aren't using food and mit properly. The healing required in here is not at all bad as you think. Just wait till people learn the mechanics. Every point you tried to make was proven incorrect, and your reply is just I believe it to be this way so it is. Just take a moment and breath, its day 1/2 of a normal raid. Unless you just get a really bad group next week will be much easier. I've done them all multiple times, good groups and bad. When half the party isn't failing mechs at once, the problem you are talking about disappears. Player have to learn how to not get hit, or learn there are consequences for it. You failed a mech and you died. It happens, that's normal, that should happen otherwise why do mechs exist? Once everyone isn't getting hit at once and the healers don't have to choose who to keep alive, or if u just get a decent group you will see how easy these are to heal. Your experience has resulted in you believing an exaggeration on how hard it is to heal, and underestimating the lvl of damage that comes from savage/ex. If your the only one getting hit and you are dyeing, your healers are choosing to let you die, not struggling to keep you alive. Every healer has plenty of ogcd's and instacast without struggling. These fights do not have enough constant outbound damage/raidwides for healers to be exhausting their kits when mechs are done right. They are low on resources cause multiple people are failing mechs, back to back. Rezzing up and pushing a button right away and dieing again, Rezzing up right away instead of waiting for the right time. These are all player issues, not a healing or raid issue. You just don't want to admit that you were wrong, and I get that can be hard. But take a breath, watch a guide, try again. These fights can be solo healed with ease, when the GROUP isn't failing everything. this isn't new, this is 100% normal for day one. We hear what you are saying, and we are letting you know that its not true. As someone who just healed an ex for the second time ever as a tank and rdm main myself, I can tell you these are much much easier to heal. You do not have to be savage quality, cause my healer sure is not. I didn't even have my 100 skill on my hotbar when I ran this raid as a healer and it was fine. The majority of your party just has to be able to do mechs, which is always required in normal raids.
    (3)

  10. #50
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    1,332
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Urielparadox View Post
    And people have repeatedly informed you we are aware of what you are saying, and it is incorrect. These fights do not require anywhere near savage/ex lvl of healing. Try healing ex 1 and then come back to these raids. The reason it seems this bad is because people are getting trashed, from failing mechanics.
    When you read stuff like this, it clearly shows that he has no clue about the game.

    Here is how damage is in savage compared to dungeons:

    One normal Boss AOE can instantly wipe your raid if you don't use mitigation and shields, it literally deals 120% of a non tanks health as damage, to everyone, it gets better when people gear up so you require less mitigation to survive, but it is damn brutal when eveyone only wears crafted gear at the beginning.
    You are full health > Boss does AOE > you are dead. (unless you shield and mit)

    You MUST spread out and rotate he groups mitigaion over th entire fight to survive each AOE the boss does and all that while two or 3 mechanics happen at the same time and one person failing can also wipe the entie party.

    The Damage people recieve in dungeons is laughable, some tankbusters dont even kill you as a DPS or healer because of how weak the bosses hit you.
    (2)

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