
They will never do that. The reason for this is it would make paladin's favored over warriors as party members(tanks) since they have the useful utility of raising party members, leaving warriors who have no such skill to cross class on the wayside

This, this, this. Even with communication I always end up casting it at the same time as someone else. I have a macro that makes a noise and says "Resurrecting <insert name>" and yet as soon as my Res goes through, I see the animation of someone else casting a res. I always say, when I'm on SMN, I'll handle first Res, and will call out if my Swiftcast is on CD. And yet, some people just ignore that and go ahead and raise. It would save people a lot of stress etc if an error message came up saying that you can't cast it just yet.
If I see a SMN or SCH in the party and I'm a WHM I'll let them first raise and will wait a while before I'll trigger swiftcast. But I have seen this happen often... I will trigger swiftcast and then SCH and SMN will do so at the same time(the animation is hard to miss)... I'll let then one of them cast it and I'll do an AoE heal or protect if the person get's up fast.
The cure still goes off or the nuke because computers and specifically network connections are NOT instantaneous. This same thing happened in FFXI if the monster/char died right at the end of your cast. As long as the game requires a mix of local and server side inputs you're going to run into these little issues simply because sometimes one signal will arrive before another. "Fixing" it would likely create situations where you're interrupted while the monster is alive on your screen or a cure would drop and the person would still die because it only looked like they were still alive on YOUR screen.
This is a game where attacks can be performed on enemies that have already technically been defeated, and things like Hallowed Ground can be used while in the process of taking an attack that will deplete your HP to zero (in which case you will die anyway and your HG recast will still get used up, as we all know)
This is a big difference from how things ran in FFXI, where actions were executed instantaneously regardless of their animation length. The instant a target takes an attack that would KO them, they cannot be the target of any other actions, or waste any cooldown abilities in a vain attempt to save themselves.
This is something that would need to be addressed in this game if they want to do the sort of thing that you are asking for. Even if they were to tweak the Raise status so that you couldn't cast on someone that already had it, I'm sure it would not be able to do anything about multiple people swiftressing at the same time, because examples of this sort of thing occur almost every single time you fight something in this game. Basic example: hitting a near-death target with both an auto-attack and a weaponskill at nearly the same time, when either one or the other is sufficient to KO the target. In FFXI, only one or the other would occur; one would prevent the other from happening. This game will allow both to occur, and it will even show you the damage both actions did as a means to prove it.
Last edited by Fynlar; 07-01-2014 at 11:13 PM.
Can't do much there because communication delay would likely still cause both of you to cast, especially if they're both Swiftcasted. Statuses are applied at the end of a cast so the second person's cast can finish in the time between the end of the first person's cast and the application of the "Raised" status.
wouldnt change a lot, you' get 3people use swift cast, one raise and the two other get a "can't cast " msg then an instant cast for their next spell.
3people trying to raise one player at the same time is just bad teamplay

1) yup, macro does not help with people using swift cast
2) last i knew, using a macro made the use of raise and swift cast unreliable ( did not go off ), but maybe thats fixed now
now of course, what we do is, just agree who has 1st 2nd and third raise. And honestly, after 3 raises, its a crap shoot after that since we are likely dead anyway
Sounds like we just have to live with the issueBummer!
For all of those talking about communication, that's completely feasible for a static/close group, but in DF? I'm happy if I manage to get a "hello" from people. Maybe the tanks discuss who is MT, and then we're off :/
|
|
![]() |
![]() |
![]() |
|
|
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.

Reply With Quote


Bummer!

