As soon as I see that they are walking I should be able to heal them. All to often I see them fully raised, but I cant heal them.
As soon as I see that they are walking I should be able to heal them. All to often I see them fully raised, but I cant heal them.
I seriously dislike seeing people say this. It's most likely the most dull-witted thing I have read on these forums (Close to the CS skip threads).
Think about it, there are many situations where the player who is raised has no control over the situation and there may not be a right time to accept the raise. Either way it goes, the raise animation is an huge inconvenience (And honestly, its just stupid to have that animation...).
Raise someone and move away only for boss to randomly toss their "f u, stay dead" move while I wasted 2 cures on myself trying to heal them. Good times indeed....
Keith Dragoon - Ambassador of Artz and Adorable
That's why you don't let anyone drop OP, or you learn to Raise at a safe point in the fight. Or the person accepting learns when it's safe to res.
The animation lock is like penalty for letting someone drop or for the person who died cause they stood in the aoe or whatever.
I disagree completely tbh. First up why is the player dead in the first place? Someone did something wrong. Raise isn't a get out of jail free card, it's a chance to salvage something off the back of a mistake, which carries it's own usage requirements and limitations.
Frustrating? Sure. But that's what progression is - people should learn not to die in the first place.
I completely agree.First up why is the player dead in the first place? Someone did something wrong. Raise isn't a get out of jail free card, it's a chance to salvage something off the back of a mistake, which carries it's own usage requirements and limitations.
Frustrating? Sure. But that's what progression is - people should learn not to die in the first place.
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?
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