I do think it's pretty stupid not being able heal someone while at the same time the boss can damage them all it likes, but people need to realize just because I raised you doesn't mean you have to accept it right away. Look before you leap.



I do think it's pretty stupid not being able heal someone while at the same time the boss can damage them all it likes, but people need to realize just because I raised you doesn't mean you have to accept it right away. Look before you leap.




Having raise animation immunity only really makes sense if the healer LB3 also makes the caster invunerable for at least some of that absurd cast time.
Otherwise personally I think you are fixing the wrong thing, if I stupidly raise someone into a fireball then they deserve to die again. All I want is the ability to start topping them up during the animation so they don't die to something stupid like an ADS vacuum wave or garuda's ranged hit. I don't care if it's working as intended, it's utterly archaic and makes little sense as is.
If they died, then they deserve to stay dead. They are lucky that there's even an opportunity for them to get a raise. Combat rezzes must be tightly controlled with cooldowns and caps (WoW) or with more colorful restrictions (XIV), lest they trivialize encounters that should not be trivial.




That may well be the case in content like AK, Praetorium etc, but that is not a valid attitude once you are in coil, stuff happens, someone might eat snap agro on an ADS1 add, or a cleave/tail on Caduceus, or a line on ADS2 whilst keeping the pox chain going, even a tank can sometimes get nigh instakilled (I'm looking at you clockwork dreadnaught), and that's before you've started working on Twintania. Save the 'high and mighty' viewpoints for when you've seen what this game truely has to offer. From an end game raid perspective, the current system of combat ressing needs adjusting, and I feel that SE are going about it the wrong way (immunity mid raise will just make it too easy and mindless).
Uh. There's not a place in FFXIV right now where it is a more valid attitude. Period. Coil is XIV's cutting edge. That doesn't mean you deserve unlimited ez-mode combat rezzes. Quite the contrary. You do it right or you don't do it at all.




You've got a far too simplistic view on this. Coil4 punishes deaths to the point of it being a near guaranteed wipe on any death regardless of role, yet it's very easy and safe to get someone back on their feet. On the flipside, if you can do Coil2 cleanly with 8, you can likely do it with 7 as long as the silence rotation is kept up, yet raising on ADS is an absolute pita because of the constant vacuum wave spam. Caduceus is similar, a death doesn't generally mean a wipe, but even with swiftcast on hand I really don't like leaving my tank without a heal for that GCD. And that's before I start on the unavoidable deaths you see on Twintania.
Ok so WHM positioning when they cast and player timing for when they accept it are now being taken OUT of the reign of player skill and made useless and thus the game gets even easier. I honestly, didn't think the game could be given to us anymore. Wana make a bib like neck item so we don't dribble our food on our selves SE?
可愛い悪魔

This is really annoying, please fix this in the upcoming update.
I love how people are defending this glaring flaw with the basic "learn to play" argument. This delay issue affects virtually every skill in the game. I have never played an online game of any kind in my life with delay issues this bad. Considering my gaming days started when I was using dial-up, that's saying something.

If you cant heal a member while raising is working as intended why you can heal him anyways if you use the aoe heal spells like Medica? you seem forced to use medica to save your mate and it seems that it exploit the ability to skip the weakness debuff. Its better if you give the ability to heal them than grant immunity i think.
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