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  1. #21
    Player
    White_Wolf_X's Avatar
    Join Date
    Aug 2013
    Posts
    619
    Character
    Fang Wolfheart
    World
    Zodiark
    Main Class
    Machinist Lv 100
    Rescue works as it should, been saved and used it to save others ok many times.
    (10)

  2. #22
    Player Goji1639's Avatar
    Join Date
    Jul 2019
    Posts
    1,284
    Character
    Father Gascoigne
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by White_Wolf_X View Post
    Rescue works as it should, been saved and used it to save others ok many times.
    I feel like a lot of the healers on this board are the ones who will rescue my Ninja out of his Ten Chi Jin just to stop an AoE that'll take maybe 1/4th of his health bar, and then feel like they actually did me a favor.

    Rescue needs to be a toggle.
    (8)

  3. #23
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Another thought to this whole thing is perhaps rescue doesn't stop casting / channels. Far more friendly that way, and help Goji's issue above.

    If anything I think they could fix many problems by making rescue stronger. You'll still have that "what if my healer is an absolute dodo?" ... but.. you'll have that question through the entire content then so.. congrats lol.
    (0)

  4. #24
    Player Goji1639's Avatar
    Join Date
    Jul 2019
    Posts
    1,284
    Character
    Father Gascoigne
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Shougun View Post
    Another thought to this whole thing is perhaps rescue doesn't stop casting / channels. Far more friendly that way, and help Goji's issue above.

    If anything I think they could fix many problems by making rescue stronger. You'll still have that "what if my healer is an absolute dodo?" ... but.. you'll have that question through the entire content then so.. congrats lol.
    Would need rescue to not work while buffs like Delirium or Inner Release are active as well. Especially in roulettes there's basically NEVER a reason to pull a tank out of a circle AoE; those don't even tickle.

    It would still be easier to make it a toggle than try to work it around the myriad situations where people wouldn't want it used on them.
    (2)
    Last edited by Goji1639; 02-11-2021 at 05:10 AM.

  5. #25
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Goji1639 View Post
    Would need rescue to not work while buffs like Delirium or Inner Release are active as well. Especially in roulettes there's basically NEVER a reason to pull a tank out of a circle AoE; they don't even tickle.

    It would still be easier to make it a toggle than try to work it around the myriad situations where people wouldn't want it used on them.
    I mean if they're pulling a tank they are either a dodo or there was a good reason . Never touch the tank unless it's like "HELLO!?!?!". I don't think you'd have to go that far to make inner release or whatever exceptions.

    You're right that making it a toggle is easier (in the sense of making a list of rules or whatever), if they do as I said earlier though I hope it's an Opt-out not an Opt-in, an Opt-in toggle would effectively kill the skill.

    I still think the skill is loads of fun though and want any solution to avoid dulling it. Having been killed by it, saved by it, and used it for both fun and saving. I only use it for fun on those who would be okay with it though (at one point in a MSQ roulette the co-healer and I were pulling each other at the same time through each other's aoes such that we swapped places, it was beautiful).
    (0)

  6. #26
    Player
    Bacent's Avatar
    Join Date
    Nov 2013
    Location
    Kweh
    Posts
    1,834
    Character
    Bacent Rekkes
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    *laughs in white mage* No
    (8)
    Please show support for chocobo boots to be added -> http://forum.square-enix.com/ffxiv/threads/323512-Suggestion-for-an-item-to-be-added-to-gold-saucer-Chocobo-Boots

    Unhappy with how they implemented Mahjong? -> http://forum.square-enix.com/ffxiv/threads/381358-Mahjong-is-the-most-depressing-mini-game-you-ve-added-to-XIV

  7. #27
    Player Goji1639's Avatar
    Join Date
    Jul 2019
    Posts
    1,284
    Character
    Father Gascoigne
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Shougun View Post
    I mean if they're pulling a tank they are either a dodo or there was a good reason . Never touch the tank unless it's like "HELLO!?!?!". I don't think you'd have to go that far to make inner release or whatever exceptions.

    You're right that making it a toggle is easier (in the sense of making a list of rules or whatever), if they do as I said earlier though I hope it's an Opt-out not an Opt-in, an Opt-in toggle would effectively kill the skill.

    I still think the skill is loads of fun though and want any solution to avoid dulling it. Having been killed by it, saved by it, and used it for both fun and saving. I only use it for fun on those who would be okay with it though (at one point in a MSQ roulette the co-healer and I were pulling each other at the same time through each other's aoes such that we swapped places, it was beautiful).
    Getting yanked out of circumference AoE's around bosses, because I generally decide to stand in them during Delirium/Inner Release, is one of my biggest gripes with Rescue. Not saying it happens all the time, but it's happened enough where I'd probably click the opt-out button until my wrist dislocates. P

    And yes, I agree it should be an opt-out. Rescue shouldn't be disabled by default.
    (2)

  8. #28
    Player
    hydralus's Avatar
    Join Date
    Jun 2016
    Posts
    1,088
    Character
    Keiho Fukiku
    World
    Balmung
    Main Class
    Warrior Lv 50
    I dunno about you but I've been rescued so rarely it's happened maybe three times last year. If it's constantly happening to you enough that it's become a huge problem, I dunno, work on your positioning or something.

    Besides if we want to have the options to click a toggle to opt-out of player interactions, let me have a button where I don't have to die because someone put their stacker on top of mine.
    (8)

  9. #29
    Player Goji1639's Avatar
    Join Date
    Jul 2019
    Posts
    1,284
    Character
    Father Gascoigne
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    I think maybe we should go in the other direction and give every class the ability to forcibly reposition other people in the group. Imagine how completely not annoying that would be.
    (2)

  10. #30
    Player
    Packetdancer's Avatar
    Join Date
    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    I mean, personally I haven't seen Rescue misused the way in PUGs other people seem to describe, so I don't think it's as widespread as people seem to make it out to be. And when it works, it's invaluable to keep folks alive during unfamiliar mechanics in early content; if you view a healer's responsibility as 'keep the party alive', then it's not only useful towards that end goal, but also in terms of MP preservation; anyone I can rescue behind shelter in fights which have shelter mechanics is someone I do not have to spend 2400 MP on getting back upright (and at a DPS loss due to Weakness).

    But I definitely understand how irritating and disorienting it could be if misused.

    Quote Originally Posted by Seraphor View Post
    If there's a setting to turn off rescue, then everyone will turn off rescue, and the skill will be dead. No one will bother using it, because they'll know it won't work.
    Honestly, it's worse than that; it wouldn't be everyone, but it would be a non-zero amount, so healers would never know if it would work or not. So some people would turn it off (resulting in a healer getting an error 'DONK' noise and an Invalid Target error if they tried to use Rescue on them or whatever), while others would leave it on and then be upset they weren't rescued into safety on certain mechanics.

    Never knowing if it would work or not, I'd just never bother using it as a healer. I mean, if you have an ability that would only work maybe 60% of the time, why would you use it in a weaving spot instead of something guaranteed to be useful? I wouldn't bother; at that point, it'll just cause more headaches than removing it outright would.

    But I also don't use Rescue often as it is, and when I do it's almost always either planned and pre-discussed (a'la Susano DPS uptime cheese), or to resolve a mechanic in early content. Pull someone behind an ice block during Amon, behind a boulder during Behemoth, onto the pad during Phlegethon, onto the glowy Doom-cleansing bit during Anghra Mainyu, behind Irminsul to shelter from Sawtooth's explosion in Void Ark, etc. In short, it's maybe once every two months. Or right now, with lots of people grinding the alliance raids, it's maybe twice a month. (Which feels frequent in comparison to the usual, I grant.)

    And let's be honest, Rescue's mechanics are so wonky that despite an instant cast, the movement is processed late enough that half the time even when used right the person dies en route to safety anyway.

    So if Rescue's gone, fine, it doesn't affect me much on a day-to-day basis; it's one less thing for me to worry about with in terms of "can I save the sprout in Syrcus" or whatever, and if someone's gonna die to a raidwide they should've sheltered against or a Doom they should've cleansed with a floor-spot... well, there was literally nothing I could do.

    But I do think it'd be a shame in some ways, though, since Rescue is one of the very few things that's unique to healers as a role, and when it's useful, it can be very useful. So if they did take Rescue away, they ought to give healers something else in return as a utility ability. Heck, you could reverse it and make it something that moves the healer instead; give healers a way to zip to someone a'la black mage's Aetherial Manipulation (so they can cast AoE heals where most needed).

    I certainly wouldn't mind not having to pelt across an arena to throw out Celestial Opposition or Afflatus Rapture; I would probably use that ability A LOT MORE.

    (Or give healers an interrupt. Please. *waves her 'Make Fluid Aura Relevant: Turn It Into an Interrupt' sign around more*)
    (10)

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