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  1. #81
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    Mar 2011
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    Quote Originally Posted by Alerith View Post
    NO NO NO!

    We need to steer away from this right now. When death or sacrificing players becomes a necessity of strategy to win a battle, there is something wrong. Either with the game mechanics or the player strategy.

    It's like THF sacrifice pulling in Dynamis or the BCNM battle for "When Angels Fall" (back in the day) that required the whole party to die and reraise on the opposite side of the battle.

    When death becomes part of the overall strategy, there is a problem.
    THF sac pulling is pretty legit, but I was focusing more on CoP's airship battle vs Ultima/Omega. Reraise wasn't NECESSARY to win but jesus christ it made the fight doable on say, a solid run as opposed to an absolutely flawless one. Pre-nerf at least. Dynamis in general was just a hot, sloppy mess. Fun for the first year or so though.
    (0)

  2. #82
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    Aug 2011
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    179
    Quote Originally Posted by Alerith View Post
    NO NO NO!

    We need to steer away from this right now. When death or sacrificing players becomes a necessity of strategy to win a battle, there is something wrong. Either with the game mechanics or the player strategy.

    It's like THF sacrifice pulling in Dynamis or the BCNM battle for "When Angels Fall" (back in the day) that required the whole party to die and reraise on the opposite side of the battle.

    When death becomes part of the overall strategy, there is a problem.
    That would be your opinion. Sacrificing specifc players has been a strategy used in MMOs since waaay back when I first started them, and not jus in MMOs... Aside from that, I'm not sure what your issue with sac pulls has to do with this thread. Reraise would be useful and add possibilities to practically all content, and designing content with this not in mind seriously worries me. We've been getting too much of a cakewalk imo content-wise, and I hope the Dev's consider how much more challenging they could make content with common abilities like Reraise and Tractor.
    (1)

  3. #83
    Player
    Babydoll's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    1,998
    Character
    Cesil Rapture
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    I feel RR is a must..espeically if they think 5 min CD on raise is ok >.>; I agree with Exni...put it in asap!
    (1)

  4. #84
    Player
    MoonKeeperr's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    190
    Character
    Drathir Lani
    World
    Siren
    Main Class
    Pugilist Lv 90
    Oh Boy i happy i got a answer, but i didn't want a forum fight over the subject, Maybe RR for only BCNM type of fights but in parties and etc we don't need it
    (0)
    Let my Fishing people go! At least make fishing a second class one for boring and other for hardcore Fishers!

  5. #85
    Player
    Mahayana's Avatar
    Join Date
    Sep 2011
    Posts
    98
    Character
    Mahayana Atman
    World
    Cactuar
    Main Class
    Thaumaturge Lv 60
    Why don't we bombard the xiv twitter page during the live show with (Reraise) (Can I have it?)
    (3)
    Quote Originally Posted by Holy_Dragoon View Post
    Perhaps SE needs to release a Solo Online Role Playing Game in the future as many people seem to enjoy playing an MMO this way.

  6. #86
    Player
    Dreamer's Avatar
    Join Date
    Mar 2011
    Location
    Balmung (USA, EST)
    Posts
    1,417
    Character
    Mocha Leporina
    World
    Balmung
    Main Class
    Conjurer Lv 90
    Dying is a sign that you're doing something wrong, that there is a failure somewhere in your groupwork and/or methodology. There should be no auto-second-chance (otherwise death loses much of its oomph). And as Alerith said, it should NEVER be a valid part of a strategy.
    (0)

  7. #87
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    Aug 2011
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    179
    Quote Originally Posted by Dreamer View Post
    Dying is a sign that you're doing something wrong, that there is a failure somewhere in your groupwork and/or methodology. There should be no auto-second-chance (otherwise death loses much of its oomph). And as Alerith said, it should NEVER be a valid part of a strategy.
    Spoken like someone who has never touched XI.

    Aside from that, where is this argument even coming from? Sacrificing has been apart of battle strategies in games since like.. the beginning. And then you try to link some 'death should be final' concept to the world of mmo's. Not to mention in FF we may 'fall', 'K.O.', 'Feint', or w/e but we surely don't ever "die" in the first place. Abilities like Reraise and Tractor can add depth to future battle designs in upcoming content. The content would be designed with these abilities already taken into account, adding the possibility of much more challenging (and imo exciting) content.

    I'm with the idea to bombard Twitter during the live letter +1
    (2)

  8. #88
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    reraise is for chumps however i think a reraise effect with a very short duration might be interesting, basically making it like a counter to death. cast reraise, last 30 seconds.

    Could get a thaum ability that kills you! that would be an interesting combo.

    But the old reraise and be safe for a half hour business, it really doesnt make sense with this game. even protect is on ashort cool down. Its a more fast paced and active game, so if they add reraise it should also be fairly active.
    (0)

  9. #89
    Player
    Physic's Avatar
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    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Dreamer View Post
    Dying is a sign that you're doing something wrong, that there is a failure somewhere in your groupwork and/or methodology. There should be no auto-second-chance (otherwise death loses much of its oomph). And as Alerith said, it should NEVER be a valid part of a strategy.
    this is not necessarilly true, especially in this game. they got level 5 petrify, i wouldnt be surprised if they get doom later. Even FFXI began to get limited by the never supposed to die idealogy, when they started creating fights with death strategies.

    Basically, death is a viable battle mechanic, however reraise answers the question to easily. Everybody dead is essentially the balance of this game. like many have said, short cool downs on events/nms no exp loss. the only way to fail is to have everyone die. so if they add reraise it better need some more complexity than just put on and be safe
    (0)

  10. #90
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Alerith View Post
    NO NO NO!

    We need to steer away from this right now. When death or sacrificing players becomes a necessity of strategy to win a battle, there is something wrong. Either with the game mechanics or the player strategy.

    It's like THF sacrifice pulling in Dynamis or the BCNM battle for "When Angels Fall" (back in the day) that required the whole party to die and reraise on the opposite side of the battle.

    When death becomes part of the overall strategy, there is a problem.
    It shouldnt be the main mechanic i agree, and planned whole party wipes sounds like bad business. However FF is full of bosses, and monsters with things like doom 5, death spell and drop to 1 hp manuevers.

    I am fine with no reraise though, because in most of those games, if everyone died you lost, and even if you cast or used a anti death ability, it would usually be something you could only do for 1 fight, not walk around for a half hour free from death worries.
    (0)

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