They should definitely rework Recuperate as it doesn't suit the netcode, something like a more expensive heal over time if you have the wherewithal to predict an incoming burst of damage.
They should definitely rework Recuperate as it doesn't suit the netcode, something like a more expensive heal over time if you have the wherewithal to predict an incoming burst of damage.
That's actually a good "Why not both" moment, a 30 seconds CD, 5 second bursty heal over time. Basically have its healing match what spamming recuperate does now.
But the fact that the most lauded MMO on the market right now has netcode that makes spell batching in classic wow look fast and responsive is embarrassing.
This unfortunately applies to pretty much everything in the game but it's especially noticeable on healer abilities that, well, heal or shield and on abilities that require quick timing like Purify.
I stopped counting the amount of times that I threw an Aspected Benefic on someone at low hp and they died during the time that it took the game to register my heal, or tried to Purify a stun and died in the time it took for Purify to register.
This goes both ways however, I've had just as many occasions where I interrupted a Cure cast or a Standard-issue Elixir cast and they went through anyway while the target was stunned.
This is a fundamental problem with how this game works, it's just not as noticeable in PvE because fights are scripted and damage is incredibly predictable.
Last edited by Absurdity; 08-03-2022 at 12:42 AM.
This is why I have to think twice about kardia swapping and shielding a teammate as Sage, are they going to live long enough to actually get the shield applied?This unfortunately applies to pretty much everything in the game but it's especially noticeable on healer abilities that, well, heal or shield and on abilities that require quick timing like Purify.
I stopped counting the amount of times that I threw an Aspected Benefic on someone at low hp and they died during the time that it took the game to register my heal, or tried to Purify a stun and died in the time it took for Purify to register.
This goes both ways however, I've had just as many occasions where I interrupted a Cure cast or a Standard-issue Elixir cast and they went through anyway while the target was stunned.
This is a fundamental problem with how this game works, it's just not as noticeable in PvE because fights are scripted and damage is incredibly predictable.
It gets even worse on someone like White Mage since they have cast time, they pretty much have to predict the damage in higher rank games because with proper focus a player can get smoked before the cast finishes.
You can also ask Monks how they like their BIG Riddle of Earths being so delayed that even though the game shows like 30k+ heal on activation you still die.
A lot of the game becomes learning the jankiness of the engine and that's not very fun.
Recuperate as a mechanic is bad in general. I get what they wanted to do with it, but it's just too volatile to watch health bars constantly fluctuate in the middle of a team fight while also juggling your abilities, awareness of nearby enemies/allies and their abilities, and mp bars. Too much effort is placed in trying to manage health and it also gives an overwhelming advantage to crowd control for stopping people from accessing this method of "effective health points".
Best fix here is to give recuperate a Regen function similar to moba potions and have them only useable once or twice without returning to base/using an elixir kit.
Its not a matter of you getting hit while your invisible and the spells dont stop its a matter of the server tic saying that they cast before you turned invisibleYoshi if you are reading this, please, PLEASE cancel enemy casts when I vanish on NIN oh and I also LOVE when my LB on PLD goes to waste as soon as I press it because the server decided that I died 2 seconds ago.
Obligatory: "Haha, Silly gaijin, our servers are supreme your western servers are inferior. We see no problems on our end."
and the dmg is delayed since cast and servers to the point that after that cast goes off your still invisible but the dmg still hits you then the game registers that oh you took dmg your no longer invisible
this is my best way of explain game design sorry if its not clear
but I dont disagree they need to fix this games code and adjust server in the west its getting to the point of this game wont survive long like this
Free the Glam!, Duel Pistols (Gunner)?
Tbh what I find even more annoying than the Repurate delay is when you run over the potion on the map and the server doesn't register it, I can't remember the amount of times I either needed it to heal or wanted to deny it to the enemy but ran straight over it without anything happening.
Eww no. You might as well ask Healers to fully reinstate their healing kits again. The current damage output is way too high for Recuperate to be a regen and it simply does not feel as good to use a regen to manage health than a burst of heal.Recuperate as a mechanic is bad in general. I get what they wanted to do with it, but it's just too volatile to watch health bars constantly fluctuate in the middle of a team fight while also juggling your abilities, awareness of nearby enemies/allies and their abilities, and mp bars. Too much effort is placed in trying to manage health and it also gives an overwhelming advantage to crowd control for stopping people from accessing this method of "effective health points".
Best fix here is to give recuperate a Regen function similar to moba potions and have them only useable once or twice without returning to base/using an elixir kit.
In terms of frontline, it should have a 10s CD on it, and remove the DR buffs from last patch while you're at it.
It's about time people learn how to position themselves instead of blindly jumping into 10 enemies and expecting to survive it.
If you play a squishy melee class like ninja or monk, you should die in 3 seconds if you jump into 7 enemies because of your greed, not last a full on minute and still be able to escape, one of the worst pvp designs I've ever seen, and recuperate is one of the big reasons this is possible.
But as usual, it's easier to just give bad players what they want instead of telling them to git gud.
Despite Recuperate being a strong tool to use I find myself dying a lot to 2 people bursting before I can get my 4th spam off. I'm not sure how others are able to live spamming it lol.Recuperate as a mechanic is bad in general. I get what they wanted to do with it, but it's just too volatile to watch health bars constantly fluctuate in the middle of a team fight while also juggling your abilities, awareness of nearby enemies/allies and their abilities, and mp bars. Too much effort is placed in trying to manage health and it also gives an overwhelming advantage to crowd control for stopping people from accessing this method of "effective health points".
Best fix here is to give recuperate a Regen function similar to moba potions and have them only useable once or twice without returning to base/using an elixir kit.
Anyways, do we 'really' have to make killing any easier? I mean, healers no longer have the sole responsibility of healing anymore. Plus, as you mentioned crowd control is really strong...well, a chain of it at least.
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