for me, the issue is that it wouldn't be so bad if the player was immune while being heal-invuln. instead, I had sever times during Ifrit HM where I rezzed a player, watched him start to move, still could not heal him, and then he gets spiked by AE damage before he has enough TP to sprint to safety.
At least with the bug, we could start healing a few seconds (plural) faster. I don't mind the fancy animation, but don't let your animation lead people to an experience different than the one their senses (in this case sight) expect =/ This is a bug by the definition used in software engineering.
Any possibility of this extending to Limit Break?? Yes most of the time you can time your LB well enough to avoid most AEs but there are plenty of cases where it is just overly frustrating timing the LB to account for the 10 second animation lock.
Nope, I'm not. Way to judge me without even knowing me. I even said in my original post that: One, I am not necessarily opposed to this change, and two I have a rather high tolerance toward people making mistakes. I have ran through many AK's with tanks who post "first time" and will happily help them get through it even if instead of getting a 25-30 minute run it takes an hour or whatever. I even have a moderate tolerance to people being bad when I have put together titan groups (EG getting thrown over the side from landslide one time doesn't equal an automatic boot, there are a lot of groups who are like this).
All I was saying was to stop blaming the game for you being bad. If you make a mistake own up to it. "I'm sorry I messed up, I will try harder next time." If you are having legitimate lag issues (e.g. dying 3 times in a row because of lag.) then you should have the courage to speak up and step out on your own and I have high respect for people who do that.
CheickensEvil, if I'm understanding your clarification correctly, your comments are in the wrong thread. The expectation that people fall on their swords is not the context of the frustration with Raise animation. In this thread, we are sharing our collective gripe that people we want back in combat (despite their expendability...hence the reason we often triaged to let them die) are getting re-killed because we're locked out of healing them even though NPCs can affect them.
Assuming the invuln from 2.10 has a timer, this will be wonderful because at least we'll know when it's safe to spam heal the living dead back to health ;-)
it was brought up, which was why I felt like I wanted to voice my concern of them nullifying the impact of having to rez someone and the interesting timing behind it. Extending the period of invulnerability is not necessarily a bad thing, which is why I have stated that I don't necessarily oppose the change. It would depend on how much invulnerability timer they give. If they make death meaningless by making rez a more powerful mechanic... (just bring 2 BRD and 4 healers and power through everything, mana song and keep rezzing infinitely, lolololol) ...then it will impact gameplay in a very negative way. And what about SMN being the only DPS with incombat rez. If rezzing becomes a thoughless mechanic, then you will see even stronger pulls to only bring SMN and BRD to groups. Silence and rez...CheickensEvil, if I'm understanding your clarification correctly, your comments are in the wrong thread. The expectation that people fall on their swords is not the context of the frustration with Raise animation. In this thread, we are sharing our collective gripe that people we want back in combat (despite their expendability...hence the reason we often triaged to let them die) are getting re-killed because we're locked out of healing them even though NPCs can affect them.
Assuming the invuln from 2.10 has a timer, this will be wonderful because at least we'll know when it's safe to spam heal the living dead back to health ;-)
The only other option is to start locking out how many rezzes you can dish out. Unless the medica II trick is not working as intended, then it might not be quite as much of a glaring issue. Because then on fights like Titan you still wont get a rez because the AOE damage is just going to kill you regardless.
The point at which you gain control of your character is the exact point you should drop invulnerability and be able to receive a heal. meaning you will still have to make sure you don't pop up in a ground AOE that would oneshot you anyway, but there wont be that weird delay between receiving a heal and not. You as a healer should have to carefully choose where to stand when you rez, and me as a DPS should have to carefully choose when to accept said rez so I do not get insta gibbed.
And I also say no to the LB "immunity", it should be an active choice to either sacrifice yourself to rez everyone else, or time it correctly to keep yourself alive and get everyone else up. I have to plan my LB around that 10 seconds, or risk killing myself, I don't see how it is any different. You generally don't see good DPS dying to a rank 3 LB, so I don't see what the issue is.
The logic here is astounding. If the development team's opinion was "whelp, shouldn't have died in the first place!" then they wouldn't have implemented a trait for healers to allow combat raises. No one is asking for a "get out of jail free card", they're asking for a little more forgiveness when you're trying to get someone up since most challenging encounters make it incredibly unpredictable when it comes time to get a safe raise off.
There's no good reason why someone should be immune to heals for nearly 3 seconds after raise, yet they can still take damage. They get a debuff and it costs a lot of mana to raise someone. What more do you want? Not only that, but you can't say that a death is 100% the fault of the person who died. How about a disconnect from the player? How about a tank lags and causes someone else to pull aggro and die before the tank can get it back?
Staying on topic is hard.
Thank you for the update Okipuit, I guess I'll see how it works sometime this week. It did annoy me that I couldn't heal someone right after a rez without using medica, but hopefully it won't be so necessary now if the player has a couple seconds of invulnerability ♥
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.