Also the point some of us were trying to make isn't to not use rescue. It has value, it's just to not be a jerk and abuse it lol. If you're saving runs from wiping, good on you! That's how the devs intended it.So this is kind of funny but, because of this thread, I removed Rescue off my hotbar, like I said I was going to do. Guess what happened tonight? No, seriously, guess.
On the last boss of Amaurot, during the death ray mechanic (or whatever it's called) the tank ran to a side platform that was getting ready to collapse. Not sure if he panicked or what, but he ran to it. I was on a platform right across from him, like on the same side he was on. I went to Rescue him over to me and was like, "DAMMIT! I took it off!" Sure enough, the platform collapsed and he died. We wiped. I'm not even sure if Rescue would have worked in that situation but I feel like I could have saved him with it. So, it's back on my hotbar now.
To reiterate, I've come to understand that there are plenty of people who like/need to be Rescued, and I no longer think the ability should be flat out removed from the game.
I just don't want it used on me. Make it a toggle and add a debuff indicator on the Party List/Name plate of people who've toggled it off, so healers don't waste time trying to Rescue people they can't. It's really not as complicated as some people are pretending it is.
Pulling someone into mobs or even trolling a player is far from abuse. Not sure what it is but people seems to lump minor inconveniences at best as abuse far too often. Sort of muddles the word "abuse" just my 2 cents.
I don't even bother with it. It's not on my controller layout. I have it in on a hotbar just in case, but I haven't used it since I got access to it.
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All expert dungeons are really boring and 0 challenge. Having a tank that pulls literally 1 by 1 is far more annoying than a heal rescueing him into more mobbs to make pulls atleast slightly exciting and less tedious :shrug:
also, "the party dictates the speed" is a weird argument. The heal is part of the party and I believe that waaay more dps enjoy aoe-ing big pulls than spamming their single target rotations for 30 minutes...
:tldr: just pull everything or get over heals that "damage" your "tank ego"
Last edited by ServerCollaps; 06-20-2020 at 02:41 AM.
Nobody wants rescue used on them. I can't think of any reason why someone would actually want to be rescued outside cheesing a mechanic. That's why I used the honeybee stinger analogy earlier. You know the bee is there to help and support, but the honeybee doesn't want to sting you anymore than you want to get stung. It's not the best analogy, but one that I feel accurately expresses that Rescue wasn't necessarily demanded by healer or non healer, but the devs felt they needed to equip them with the ability, and good healers have been able to use it effectively.To reiterate, I've come to understand that there are plenty of people who like/need to be Rescued, and I no longer think the ability should be flat out removed from the game.
I just don't want it used on me. Make it a toggle and add a debuff indicator on the Party List/Name plate of people who've toggled it off, so healers don't waste time trying to Rescue people they can't. It's really not as complicated as some people are pretending it is.
In terms of a toggle, I will say again that if they did this they might as well delete the skill. Some of you seem to think that myself and other healers can fire of Rescue as easily as flexing or extending a limb. It doesn't work that way and anyone who spends time healing should acknowledge this as well. Having to evaluate my party list to see who can and can't be rescued is utterly ridiculous to ask of a healer. It might be easier on PC, but it sure in hell is going to be on a controller. This method is similar to the gripes current AST has with card distribution. When used reactively, there simply is not enough time to evaluate the party list to see if the person who needs to be rescued, can be rescued. The toggle will never happen so let it go.
Rescue for all intent and purposes is a placement skill that gives the healer the ability to communicate to the player being rescued, "You need to be here, because where you were is not a good place to be." Healers with the amount of downtime they have, is the role most suited to have this responsibility.
Last edited by Gemina; 06-20-2020 at 04:24 AM.
All expert dungeons are really boring and 0 challenge. Having a tank that pulls literally 1 by 1 is far more annoying than a heal rescueing him into more mobbs to make pulls atleast slightly exciting and less tedious :shrug:
also, "the party dictates the speed" is a weird argument. The heal is part of the party and I believe that waaay more dps enjoy aoe-ing big pulls than spamming their single target rotations for 30 minutes...
:tldr: just pull everything or get over heals that "damage" your "tank ego"
Yep, these are the toxic players. If a tank isn't comfortable with large pulls, you should have the human decency to first communicate "hey I can take larger pulls" or just deal if they don't think they can. Everyone starts somewhere. Leave the run if the pull speed isn't to your liking but don't bully someone into compliance by abusing a skill that is meant to save people in clutch situations.
Only toxic ass people are arguing against the basic premise here of "communicate to your team members".
Team members also work for the good of the whole team, not just themselves. You can't smokescreen with "you're toxic because you only care about yourselves" while shilling the tank's whims and laziness to the detriment of the whole team.Yep, these are the toxic players. If a tank isn't comfortable with large pulls, you should have the human decency to first communicate "hey I can take larger pulls" or just deal if they don't think they can. Everyone starts somewhere. Leave the run if the pull speed isn't to your liking but don't bully someone into compliance by abusing a skill that is meant to save people in clutch situations.
Only toxic ass people are arguing against the basic premise here of "communicate to your team members".
For what it's worth, the forums are way more toxic than the in-game community, which in my experience is a lot nicer and more helpful.Yep, these are the toxic players. If a tank isn't comfortable with large pulls, you should have the human decency to first communicate "hey I can take larger pulls" or just deal if they don't think they can. Everyone starts somewhere. Leave the run if the pull speed isn't to your liking but don't bully someone into compliance by abusing a skill that is meant to save people in clutch situations.
Only toxic ass people are arguing against the basic premise here of "communicate to your team members".
The forums is just mostly a hive mind, full of keyboard warriors. People that post here thankfully don't represent the overall playerbase.
Well, here's the thing. If the tank is not pulling to your liking, you can ask them to pull more. If they are not comfortable with doing that, you have two options. Suck it up and deal with it, or leave the group. As a healer, leaving the group is no big deal. You have to eat a penalty, but after it wears off, you have near instant queues.
Life is not complicated.
Last edited by Lium; 06-20-2020 at 06:18 AM.
I communicate but simply voting to remove the element for the party. That aside, let me ask you this. At the core I think we can agree the the base function for each role is fairly standard right? Tanks, hold aggro, Dps, deal damage, and healers heal right? Now here is what I get confused by people, thinks like pull size, and pace do not inherently align with any one role per-se so why is it that tanks feel the need to claim those two elements as part of their role identity? To assume that they are perfect leader of the group due to their role does not seem like acceptable team behavior.Yep, these are the toxic players. If a tank isn't comfortable with large pulls, you should have the human decency to first communicate "hey I can take larger pulls" or just deal if they don't think they can. Everyone starts somewhere. Leave the run if the pull speed isn't to your liking but don't bully someone into compliance by abusing a skill that is meant to save people in clutch situations.
Only toxic ass people are arguing against the basic premise here of "communicate to your team members".
Though, sure if that makes me toxic, bully, or some kind of abuser because I do not bow down to the tank because they put their foot down because they come up with thousand and one reasons as to why large pulls cause them anxiety fair enough. End of the day if large pulls result in such a degree of anxiety that someone is unable to perform their basic function of using abilities to fulfill their role, they got properly have much larger issues they need to focus on.
You have another option and people should use it more vote to remove the player. In the end it is not like voting them hurts a tank or healer all that much they get no penalty, and the group "may" no longer have to deal with a difference in play style.For what it's worth, the forums are way more toxic than the in-game community, which in my experience is a lot nicer and more helpful.
The forums is just mostly a hive mind, full of keyboard warriors. People that post here thankfully don't represent the overall playerbase.
Well, here's the thing. If the tank is not pulling to your liking, you can ask them to pull more. If they are not comfortable with doing that, you have two options. Suck it up and deal with it, or leave the group. As a healer, leaving the group is no big deal. You have to eat a penalty, but after it wears off, you have near instant queues.
Life is not complicated.
Last edited by Awha; 06-20-2020 at 06:22 AM.
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