Quote Originally Posted by Jojoya View Post
I'm not certain there are any better ways to design a Rescue style tool. There is always a way to use them for griefing and server response can make them less than reliable as an actual rescue tool.

Better to give the player the tool to save themselves than to allow them to avoid the consequences of their decision by making it the healer's responsibility to save them.
I refuse to believe it's impossible to design something more effective (or at least as effective, but less divisive) than Rescue. The alternative—that no amount of creativity or ingenuity can improve on this solution—just rings false to me on some level.

As for giving the player the power to get out of the bad, that's great, except half the time the reason folks use Rescue in real, justified situations is because the player in question is demonstrably not aware they should be moving (or unable to move, as in animation lock). And it's the healer who will pay if the player does not save themselves, in the form of an 8 second cast time (if Swiftcast isn't up) and 2400 mp; as a result it's kind of already the healer's responsibility to save them... whether proactively or posthumously.

Of the two, I'd prefer proactive; it costs me less and the player doesn't get Weakness or Brink of Death.