If you've never seen a party wipe from being 1 dps down then you've never done savage, or extremes with a low dps party, heck even Titiania normal can be difficult to hit the dps check if a dps dc's.
Watching forum drama be like
I haven't done Savage. In most of this game's content DPS are irrelevant; what they do and if they're alive doesn't actually matter.
For statics running the few pieces of progression content with enrages where DPS do matter, they can toggle Rescue on to make sure they have every opportunity to save people.
Done savage and ultimate, some tiers even week 1. DPS death or "down" does not mean auto wipe. Many first clears are known to have multiple deaths trudging through it.
Rescue is barely ever used in savage or ultimate. So what is truly the issue with it being toggled on/off? Seeing as how it's not required, a healer not being able to activate it on certain characters who are hopefully marked as such should have no consequence on a run.
Conversely, my enjoyment in maximizing my rotation can be negatively affected by someone else. I thought that was something we were all trying to avoid moving forward with the removal of aggro and slash/pierce downs in ShB.
I don't see how your clears with more than 1 dps death are relevant. I've had a lot of clears where dps have died before too, but my point is that a dps death can mean a wipe, especially with mechanics that need all 8 people up or where there's a very tight dps check where you have to burst something down (Though I don't think this tier has any of the latter)Done savage and ultimate, some tiers even week 1. DPS death or "down" does not mean auto wipe. Many first clears are known to have multiple deaths trudging through it.
Rescue is barely ever used in savage or ultimate. So what is truly the issue with it being toggled on/off? Seeing as how it's not required, a healer not being able to activate it on certain characters who are hopefully marked as such should have no consequence on a run.
Conversely, my enjoyment in maximizing my rotation can be negatively affected by someone else. I thought that was something we were all trying to avoid moving forward with the removal of aggro and slash/pierce downs in ShB.
I'm not going to argue for or against rescue toggle in this thread though, I think most people's minds are made up one way or another so not really worth the trouble
Watching forum drama be like
The problem with a toggle is the people that have needed to be rescued the most would likely be the ones to toggle it off.
Rather than being upset someone rescued you, you likely want to ask what you were doing caused someone to rescue you.
If the AoE marker damage & debuffs (if any) puts their health to a level which they won’t survive next unavoidable damage after accounting the natural regeneration and their own heal, I will deliberately rescue them out of that AoE marker. Healing through unnecessary damage & vuln. stacks can only be ‘fun’ up to certain point before it turns into a chore. Moreover, if they die it’ll just make the run drags longer & it’s probably one of the last thing I’d want to happen in most casual contents from roulettes.
If one [Rescue] cast can prevent that I will, by all means, rescue that player. Only two can happen from there. Either they get pissed off and the run continues without problem, or they’ll stay silent/thank/whatever and the run will still continue without problem.
What’s the problem there anyway? It’s a group content.
"omg the fact that rescue is out there and can hit me anytime, so I'm scared" is the best argument I've read so far.
Rescue is great in E12S sometimes, get that one person in the titan stack on-time, or else you, the healer dies. Yeah try to defend that, casual.
You don't even have to go that far. As I told OP, Rescue is one of few healer skills that remains relevant in all content. But in contrast to his arguments, the ability has also been used to actually assist with DPS uptime. A lot of mechanics will force a melee out of range, especially if the party is not balanced and the game does not have a ranged DPS to give the marker to. These markers often resolve with damage around that player in some form so they have to retreat from the rest of the melee without endangering the ranged. Rescue works great here to bring the player back asap if they are forced out far enough to miss a GCD or more.
The other thing of note is when I take into mind about how I feel when I get Rescued. It's definitely happened, and want to know what it reminds me of? The foul line in Bowling. It's like this buzzer that goes off that says you are in the wrong boundary. It can be humbling to get rescued, and I think that's what irks players like the OP whom will place it under the guise of optimization or losing control of their character. I just don't buy it.
All reasons why it should be a toggle. With careful planning in a static group you can strain some benefit out of the ability. The fact that it can be used to good effect if the entire group is on the same page on where/when it'll be used is the reason why I'm pushing for a toggle instead of outright having the ability removed.You don't even have to go that far. As I told OP, Rescue is one of few healer skills that remains relevant in all content. But in contrast to his arguments, the ability has also been used to actually assist with DPS uptime. A lot of mechanics will force a melee out of range, especially if the party is not balanced and the game does not have a ranged DPS to give the marker to. These markers often resolve with damage around that player in some form so they have to retreat from the rest of the melee without endangering the ranged. Rescue works great here to bring the player back asap if they are forced out far enough to miss a GCD or more.
The other thing of note is when I take into mind about how I feel when I get Rescued. It's definitely happened, and want to know what it reminds me of? The foul line in Bowling. It's like this buzzer that goes off that says you are in the wrong boundary. It can be humbling to get rescued, and I think that's what irks players like the OP whom will place it under the guise of optimization or losing control of their character. I just don't buy it.
Also, I'm not sure how it's "humbling" to get rescued. Dying is WAY more humbling and embarrassing, but I'm fine with it. If I screw up I die, I can 100% live with that. Healers forcibly taking control of my character and sabotaging me, whether intentional or not, will always bother me, though.
Last edited by Goji1639; 02-19-2021 at 12:53 AM.
When you die, you sabotage the entire group. You're fine with that?
Also, I'm not sure how it's "humbling" to get rescued. Dying is WAY more humbling and embarrassing, but I'm fine with it. If I screw up I die, I can 100% live with that. Healers forcibly taking control of my character and sabotaging me, whether intentional or not, will always bother me, though.
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