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  1. #5
    Player
    Nethereal's Avatar
    Join Date
    Feb 2015
    Posts
    842
    Character
    Deviously Enchanted
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    I would replace it with the same skill except it recognizes the faults of such a skill and doesn't punish the user for using it besides slightly annoying the person/people being grabbed losing dps.

    When I first came to FFXIV and saw rescue I thought to myself: "I know that skill, that's Divine Intervention." Boy how wrong I was.

    In Tera Divine Intervention works like this: (From a Wikia) Retrieves a party member within 24m in front of the caster. Press the skill button once and mouse over to lock on target, then press the skill button again or left-click to activate the skill. Cannot grab an ally riding a mount or beyond an obstacle.

    What that actually translate to is you select who you want to grab once you use the skill some orbs shoot out and hit the targeted players the players are instantly teleported in front of you(inside each other if more than one) and are immune to damage for 0.5 seconds/ 1 seconds and cannot move until their immunity ends. They have no collision during the teleport, they cannot be damaged during the teleport(the same orbs that shot out simply return to the caster no sliding characters), if the animation goes off they're yours. This ability has a 24 seconds cool down and you could get a glyph to increase the maximum amount of targets from 1 to 3(4?). It was an amazing tool there was nothing in the game that could stop it, stuns, roots, slows, animation locks, none of that shit mattered as long as the animation went off.

    All in all it was a nice tool usually used to pull someone stunned to a safe position before they get blasted and then you would cleanse them of said stun instead of reviving their corpse.
    You could also use it simply ignore certain attacks that could easily be dodged by distance but were hard for melee to dodge because they had to be on top of the boss where as the healers would usually be 20-30ft away.
    That said nobody used it that often and the skill floor on it was higher than the skill ceiling. And use of it was usually requested from people who frequently couldn't dodge.
    There was a skill with a similar skill floor/ceiling called Rise that was simply an animation and would cancel(animation cancel) a knockdown for everyone in a specific area.

    Tera did it well, it was a different game and that's exactly why it could stay in the game as OP as it was and exactly why it can't exist in this game without completely breaking something in this one.

    Sadly FFXIV can never have skills that are that fun or skillful.

    Divine Intervention has a 24 second cd, rescue has a 90 second cd and it's demonstrably worse.
    Rescue like some skills namely Cover, suffers from the devs fear of balance. Nothing can ever be too good because then the balance would be broken. Nothing can ever be too useful because then the balance would be broken.

    The reason such skills could exist in other games is because the devs weren't afraid, they weren't afraid of the differences of skill in the player population, they weren't afraid of something being too good it could just be balanced later and it wouldn't take them 3 months to 6 years to do it.

    Anything you could replace Rescue with realistically would just suffer from the issues Rescue and Cover already suffers from.

    There can be nothing new nor groundbreaking under the current devs, they've found their formula, they're sticking too it.

    If anything for the love of god at least let Rescue work on people who are under a status effect, such a sad gutted skill.
    (3)
    Last edited by Nethereal; 05-05-2022 at 06:15 PM.

    Quote Originally Posted by Someone
    Just because other players play the game. Does not mean you got to be mindful, or care
    Quote Originally Posted by Someone 2
    The problem ISN'T healers rotation is busted or boring...