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  1. #1
    Player
    DiceMan's Avatar
    Join Date
    Aug 2013
    Posts
    29
    Character
    Gold Attack
    World
    Balmung
    Main Class
    Conjurer Lv 50

    Question about Raising mechanics.

    So I noticed right away in the early dungeons that there is a delay between being able to heal someone who accepted a raise and is in the animations of the raise and when they can get hit with an attack and die. Its not even a big deal since every single fight up to Titan HM you can raise someone with no problem. Yet I would like to know if allowing raised people to get hit with aoe damage and die instantly was the norm for FF 11. I mean if you can die in the few seconds the animation takes for accepting a raise why cant you get a heal or move immediately after accepting the raise? Shouldn't it be balanced? It seems like a lazy design to make content harder when in it feels more lazy and unbalanced if anything.

    I am just wondering if this is a healing mechanic from the FF 11 since I never played it and if it is I can appreciate that. I would like a little more balance between spells and combat tho that is all.

    Opinions or thoughts?
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  2. #2
    Player
    Kenka's Avatar
    Join Date
    Oct 2011
    Posts
    184
    Character
    Kenkh Pirrenka
    World
    Phoenix
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by DiceMan View Post
    Things
    I think you could Raise and be instadead from an AoE in FFXI. The time between raising and getting back the control of your character was shorter though
    (0)

  3. #3
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    You could die during the Raise animation in FF11, but very rarely would you actually raise in battle because weakness was stupid in that game. Lasted 5 minutes, reduced max HP/MP, and horrific Slow effect. Also hope you didn't die anywhere near an undead enemy, as they aggro low HP and would attack you immediately when the Raise animation started, and the low-hp aggro range is a lot larger than the other aggro methods.

    And yes I am also of the opinion that people should be able to be healed if they can be targeted by AOE.
    (0)

  4. #4
    Player
    Alwryn's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    91
    Character
    Alwryn Tourn
    World
    Sargatanas
    Main Class
    Marauder Lv 60
    Could it be better? Yeah.

    However, with the current system you are fully able to raise without issue if you're knowledgeable enough to know when to raise and watch where the healers are raising you from.

    I see it as an old school mechanic, it could be more streamlined but its far from broken.
    (0)

  5. #5
    Player
    Sho86's Avatar
    Join Date
    Aug 2013
    Posts
    465
    Character
    Koe Kazham
    World
    Golem
    Main Class
    White Mage Lv 100
    Raising in FFXI, while punished more (not as much for first death, but if dead again before timer wore it was real bad), worked WAY better. The single main difference in FFXI is a healer could chain a cure right after someone accepted the raise, being at full health before their feet even touched the ground (and sometimes locked back into dead animation because of cure animation for a moment lol). Also, even aggro didnt take right away, you had a couple seconds to move before things realized you were up, only thing breaking this rule being undead. That could be sometimes avoided too though with a chain cure.

    Edit: Alwryn, there is only so much knowledge a person can hold for a fight, nor can they read the exact future. Some fights can change drastically in the few seconds it takes to raise (not talking about casting time), in which being allowed to be cured would help prevent an unwarranted death.
    (0)
    Last edited by Sho86; 10-04-2013 at 12:24 AM.