Raising people in dragons aery (ff11) was a lot of lulz
Raising people in dragons aery (ff11) was a lot of lulz
Ps, a little tip for those struggling to get quick heals in on people being raised, if you've got 'Automatically face target when using action.' on you can simply mash your cure button whilst shuffling forward. The moment your character starts spinning to face them you are good to heal them. Can save a few seconds and quite a bit of mp!
You know the boss pattern, and you don't need to accept raise right away, if you are good enough you won't die by AOE just time the raize, everyone knows about teh dela yit makes it more fun to resurect and more challenging to find the right time.
My OIpinion
I hear and I forget. I see and I remember. I do and I understand.
He who learns but does not think, is lost. He who thinks but does not learn is in great danger.
I think this was directed at me.
The boss in question does not have a pattern. It is all random. And the time from accepting the raise until you can move is long enough for the boss to finish the AoE cast and some more. So no it's got nothing to do with skill or knowledge.
And yes it's just a leveling dungeon so no big deal. True. Still it can be annoying.![]()
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
The idea about people deserving to remain dead if they got killed in the first place is just asinine. It is unreasonable for a raised person not be able to be healed right away when they are standing up, ready to go. For one thing, we all know that when we are raised initially and are standing, we cannot move right off the bat. This bit of detail is dangerous and shouldn't be something considered as intended. Others have mentioned it - if the Fairies can heal the poor sot, why can't the players? Someone explained client and server side information exchange - thank you for that and it is something SE needs to review. In the meantime, since it appears the developers are pretty set on keeping that process in place, the invulnerability for a short time is an okay compromise, as long as that raised person can move and not undo the temporary invulnerability after the raise animation is completed AND we need to be able to heal that person during this state, as soon as the servers allow us to. =P
If a healer or bard uses limit break, give them immunity from damage or remove the stupid "stuck" animation. I'm sick and tired of using level 3 limit break on my bard just to res everyone else then die because I'm stuck -_-
sloppy mechanics...It's not actually even a lock out. If you play scholar, the fairy get's access to cure the player prior to other players.
This could be due to the fact that monsters can also attack the recently raised player (NPCs not affected, it seems).
...
This is also responsible for a bug wherein a recently healed player who receives a status effect at just the right time will not be inflicted with weakness but will retain the raise status.
Additionally, a player who gets hit by an NPC enemy at just the right time with an ability which causes a status effect also "suffers" from this effect, resulting in what is more or less a "reraise" effect as a result (they will die from the attack and then be able to raise immediately without being raised again by a healer)
They have to fix the lag in order to fix that.So what about the issue where I raise someone and they begin moving and I *still* can't heal them? They are targetable and I cast a healing spell on them and I end up healing myself. This is beyond frustrating for me. Making raised players invulnerable for a short time will help, but I guess I need to be less quick on the heals still..?
I still think knowing when to raise and accept the raise should still be a vital part of the battle. I like running to a save position during battle where I know the person who accepts the raise will spawn and should have enough time to get out of any incomming AoE attacks if he does it between attacks. People who blindly accept raise the moment they get it even though they should know that the boss is about to do a large ground attack just need to pay attention.
I have to see how this one will play out but as of now I don't like the immunity after raise fix. I'd have no problems with them being able to recieve heals earlier though.
Last edited by Miiu; 10-14-2013 at 09:58 PM.
Finally!
That could've being pulled from 2.1 to 2.05, no?
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