With all the arguments going on...I regret posting this.




With all the arguments going on...I regret posting this.
Someone potentially misusing something isn't a good reason to get rid of that very same thing as far as I'm concerned. Otherwise we might as well get rid of crafting and gathering because some people choose to automate it with illegal activities. Adventurer plates would be thrown out due to some people making lewd poses. PvP would be removed because some people engaging in win trading. I could list many other examples but my point stands, hopefully.
It's already against the rules to abuse the rescue ability. On that basis, calling for it to be removed strikes me as rather selfish. I've had people save me using it a fair few times and despite loathing the healer role myself, even I found it incredibly useful as a way to get tunnel vision players out of an AoE that was killing them without them noticing that their health was rapidly depleting.
Some of the players posting throughout this thread seem to be under the impression that there's some strange conspiracy at play where the ability is abused as some sort of personal vendetta against them. I think, based on forum posts alone, it isn't likely that those players are interesting or popular enough to have many unrelated players decide to pick them out in a crowd to harass with a niche ability on a frequent basis.
Perhaps I am mistaken though!
No.
Just no.
No.




I can't imagine being this much of a drama queen over getting Rescued out of an AOE and losing one GCD of uptime. As I said in the other Rescue complaint thread: how about they implement a toggle to turn off other players' ability to run AOEs into me? It's killed me once or twice in the last few years, and that's a horrible imposition on me, controlling something that happens to my character. How dare they. The 0.05 gil worth of repair cost I lose from such a dastardly deed will go on my grudge list until the end of time.
I actually expect Rescue to be removed at some point based on some of the changes they've been making due to healers.
On a personal level, I dislike its existence, both having the ability as a healer main, and having it used on me. I hardly ever use it. Often I don't even keep it in my bar.


Okay, while I demonstrably think Rescue has valid uses—as I have detailed in this thread—communicating that you think a tank is moving too slowly is not one, at least in my opinion.
I have met very few tanks who would not be annoyed by that. Plus, we have a more effective way to reliably communicate that bigger pulls are desired: the chatbox, where you can type "hey, you can pull bigger than this" or whatever. Or heck, if you don't have a keyboard handy... like, my solution as a healer to encourage the tank that "no, we can go bigger!" is to run slightly ahead of them and then jump up and down a few times. This is evidently sufficient, as like 95% of the time I've done that a tank will pick up the pace and stop playing it safe.
Back when Anamnesis Anyder was current and the mega-pull (i.e., the "pull everything from the second boss to the third boss at once" pull) was actually capable of turning some careless parties to paste (but also was some of the most fun you could have in a dungeon at the time), I'd often pro-actively tell the tank before leaving the second boss arena, "BTW, if you're good with it, I'm up for the mega-pull!" And usually they'd go "Sure, let's go!" and then we did it. Or if I didn't have time to type it before they took off for the next pull and they stopped at the halfway point, I'd step slightly further ahead and jump up and down two or three times and... like I said, roughly 95% of the time the tank would pick up "Oh, hey, the healer thinks we can go bigger" and go get the second half of the mega-pull.
Using Rescue to make that "request" rather than just, you know, making the request strikes me as vaguely passive-aggressive. (Or maybe that's active-aggressive.)
I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.Originally Posted by Packetdancer
The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere





Not just vaguely passive-aggressive. It's incredibly passive-aggressive. It's also childish, because someone is choosing to do that instead of just, like you said, use the chatbox. I toss out to tanks that I have their back if they want to pull big but I'm good either way and that's that.
If they limited Rescue to just boss arenas, I'd be 100% behind that change. I will never not find it the height of rudeness to just yank someone around on a pull like they're a healer's personal doll instead of acting like an adult and communicating with them.



Unpopular opinion perhaps, but I do not like Rescue. I don't think anyone should be able to forcibly commandeer another player's character, no matter how innocent of benevolent the motive may be. For the sake of argument, I'll even ignore the times where it can/has been abused for trolling purposes -- I would still rather give others the freedom to learn from their own mistakes and need a heal or a revive, which I will happily provide as best I can. I'm not a god who is here to change your fate or take away your free will.


I guess you also dislike shirk on the tanks then.
I personaly think that such actions are generaly good in teamgames, but the issue is mainly that in ffxiv they simply cannot be utilized often enough. And as a result, most of the times they are used, it feels unneeded (and often simply is because of strong self sustain). I think removing it for that reason is a bad thing, the mechanics should simply just give more opportunities to make it useful.
For rescue to become mandatory only 1 mechanic has to exist in several duties: the player with most emnity can be rooted in place, and gets an aoe placed below it that instantly kills him. The downside: rescue can be on cooldown and with just 1 healer this is harsh, making this effectively just raid or trial only. Maybe in this situation shirk can be used by the tank to move the aoe away to another target. But this would then in turn make it most likely a tank thing again. But i think that after a few times this mechanic becomes dull.
Should you just let them die and leave them on the floor? They have to learn from their own mistakes and similar to Rescue, healing a mistake or Raising them afterwards corrects that mistake for them.
Maybe just remove healers entirely along with unavoidable raidwides. Then we can all be masters of our own fates.
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