Do you really die that often? Maybe it's time to change tactics![]()

Do you really die that often? Maybe it's time to change tactics![]()


Reraise spell has been in Dats since way before launch... Still hoping it will be added when WHM job comes around^^
~Rationality falls quite short for those living in their own world~
"See the world for what it is, not for what you want it to be!"
Reraise is final fantasy
enough said
content is currently designed around the fact that a wipe = a loss, but it's also easy to try again. I don't think reraise is completely necessary in the current content of the game, though that could change down the road.
I find it odd though, because they DID add items to raise others in a similar manner to phoenix down (though they don't call it that), something that FFXI still doesn't have.
I think it might help f people look at it in another light. There isn't much of a death penalty in the game- The death penalty in this case is you fail the fight- This way, there is more risk in dying, because if everyone is down then you're done.
Last edited by Alhanelem; 10-28-2011 at 07:48 AM.



Exactly. You have to think about this from a game mechanics/balance standpoint. Why did you Reraise in FF11? You used up a rare item upon entering a battle, it was a place/camp that took a long, difficult time to get to, it was a fight that had time limitations placed on it (3 days to reenter, need to gather items from events in other 3 day timers to enter, etc), or you just didn't want to homepoint and lose XP.content is currently designed around the fact that a wipe = a loss, but it's also easy to try again. I don't think reraise is completely necessary in the current content of the game, though that could change down the road.
I find it odd though, because they DID add items to raise others in a similar manner to phoenix down (though they don't call it that), something that FFXI still doesn't have.
I think it might help f people look at it in another light. There isn't much of a death penalty in the game- The death penalty in this case is you fail the fight- This way, there is more risk in dying, because if everyone is down then you're done.
FF14 has none of those issues. From what I understand the item to get drops from Ifrit doesn't actually get used up till you beat him and it is an easy farm to get another item. You can reenter the fight after a few minutes and you can return from inside dungeons to the dungeon entrance so you can try again and get back to the point you were at. Travel is quick and painless with chocobos, airships, and teleporting. And lastly, we don't lose XP.
I have to agree the punishment for death or failure in XI was much worse than XIV. If they allowed Reraise to work just like a normal raise "Zombie" fights would be very easy to pull off as the first death doesn't really deter you much from fighting hell you even raise with full "Weak" HP.Exactly. You have to think about this from a game mechanics/balance standpoint. Why did you Reraise in FF11? You used up a rare item upon entering a battle, it was a place/camp that took a long, difficult time to get to, it was a fight that had time limitations placed on it (3 days to reenter, need to gather items from events in other 3 day timers to enter, etc), or you just didn't want to homepoint and lose XP.
FF14 has none of those issues. From what I understand the item to get drops from Ifrit doesn't actually get used up till you beat him and it is an easy farm to get another item. You can reenter the fight after a few minutes and you can return from inside dungeons to the dungeon entrance so you can try again and get back to the point you were at. Travel is quick and painless with chocobos, airships, and teleporting. And lastly, we don't lose XP.



Either allow for re-raise or reconsider the return location when a character is forced to use return after a death... why would the one thing you carry over from FFXI be the worst aspect of the game? We already lose durability and have 3 minutes of gimpiness we don't need to deal with the possibility of having to return to a home point on the other side of the world too.
Yadda, yadda stop dying, yadda, yadda don't suck so much...
No, No, No and No. Shit happens... when it does we shouldn't have to wade through even more shit to get back into the game.



If you're doing something dangerous set homepoint at the camp near where you're doing your thing?Either allow for re-raise or reconsider the return location when a character is forced to use return after a death... why would the one thing you carry over from FFXI be the worst aspect of the game? We already lose durability and have 3 minutes of gimpiness we don't need to deal with the possibility of having to return to a home point on the other side of the world too.
Yadda, yadda stop dying, yadda, yadda don't suck so much...
No, No, No and No. Shit happens... when it does we shouldn't have to wade through even more shit, to get back into the game.



Now that aetheryte camps have vendors and repair npcs that is a significantly more convenient thing to do. Ideally everyone should do that. The times when you don't suck pretty hard. This system is needlessly frustrating. How many MMOs have a similar mechanic for death and recovery?
The argument that every class can raise is pretty vapid too. Yeah, anyone can raise, if they've leveled CNJ or THM high enough to do it. And If they were foresighted enough to equip the ability in the first place. Otherwise its a 5 minute wait for the timer to reset after you equip it coupled with a 3 minute period of weakness.
Either give us the ability to get back into the action immediately via reraise or give us the choice upon death to return to our homepoints or to the nearest aetheryte camp, or better yet, do both. Heck you can even charge us a nominal anima fee if we opt to do return to a nearby camp.
You can either choose to be prepared and use an item before hand that will allow you to recover quicker or use some anima and maybe have a short jog to get back to where you were...
It isn't a question of needing content that requires needing to be raised midfight if something goes wrong... it's a matter of being able to prepare yourself for the possibility that you might die, and if so you won't need to waste time to get back to what you were doing.
Its ridiculos that if a solo, duo, trio or what not go out in a venture, and one is a mage. The others (non-mage) put more applicable spells in place of raise. If the mage dies, he is hosed.
All that is needed is for the devs to make a DoM only ability to raise themselves. It is slightly out of place for them to make so few mage classes, then let us be the ones who get hosed as mages. Sure all classes can level a mage class to get a raise ability. But as mentioned, it starts pigeon holeing everyone into having to maintain the same spells at all times as everyone else, or suffer the consequences. That contradicts the spirit of the armory system.
|
|
![]() |
![]() |
![]() |
|
|
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




