I mean, true, yes, but I feel like saying "people only believe they should use this tool because the tool exists; before the tool existed, people didn't think it was their responsibility to press that button in combat" is a tiny bit reductive. I mean, by that standard, I didn't think it was my responsibility as a white mage to put down the lilybell in endgame content back in Shadowbringers; I only think I should put it down before repeated damage now because it exists to be put down!
The part I bolded is the key issue, I think; many people look at "this person will die if I don't Rescue them" and consider it part of that "my responsibility is to keep people alive". I think that's the main point of disagreement, basically.
But, rather than Yet More Arguing[tm] about whether or not Rescue should be removed... I'd like to ask those who hate Rescue whether they would similarly hate the hypothetical alternative I proposed earlier in the thread.
E.g., instead of Rescue moving someone, the person it is used on gets a short buff -- let's call it "Ruin Denied" or "Salvation", and make it 10s.
If, while they have that buff, they drop below 1 hitpoint (e.g. would die) -- and heck, let's include 'falling off the arena' in this -- they are instead left alive with 1 hitpoint and slingshotted to where the healer who offered Salvation is. Let's say this also functionally works like a teleport; they don't fall into a pit if they zip over it. They are also given the more severe rez weakness debuff (to avoid it being deliberately used to cheese mechanics without consequence, as "second Holmgang" or something), but they can also be given a couple of seconds of the "Transcendent" invulnerability you get immediately post-rez.
If they had a plan to move to safety and do so, hey, the buff drops off after 10s and nothing happens. No harm, no foul, the player is not repositioned.
If the buff does fire and move them to the healer's side... that would've happened anyway, because the buff only fires if you would have otherwise died. So you would've ended up where the healer is regardless, because that's how rez works: you appear at the spot where the healer was standing when they rezzed you.
"Salvation" is basically just skipping the 2400 MP and 8 second cast time portion of the process.
Obviously, it wouldn't work in situations where Rescue could let you position someone for a mechanic, and wouldn't let you yoink someone out of LB3 animation lock without consequence (e.g. the Brink of Death rez debuff). Though you could at least prevent the person in LB3 animation lock from dying.
Still, it would work for a great many of the scenarios where Rescue is used to try to save someone... and it would at least give healers a way to attempt to not have to spend 2400 MP and potentially 8 seconds of cast time (or Swiftcast) to get someone back up.
And by virtue of it being a proc off of a status effect, it would be considerably more reliable than Rescue is.
(Moreover, watching someone plummet to their death in Aglaia only to have them bungee back up and rocket over to the healer when Salvation procced would be at least a little hilarious to see.)
Last edited by Packetdancer; 08-10-2022 at 08:11 AM.
In my opinion as long as it is better than death and does not remove agency from the player when they're alive and kicking (even if their death is one clipping away), it's preferable over current rescue. What you propose if I understood correctly, only triggers when the player would've straight up died. The biggest gripe people seem to have with rescue is when they get rescued when they actually have a clue and the rescue ends up just being disruptive. Your idea isn't disruptive at all when the alternative is just death.
I think the alternative proposed by Midareyukki and my comparison to Thresh's lantern would even be preferable because it's more interactive for the DPS as they'd get to time when to be yoinked.
im baby
Correct; the hypothetical "Salvation" buff would only proc if you dropped below 1 HP (e.g. would have died). Even if you got clipped and got a vuln/damage down, if you wouldn't have died, Salvation wouldn't proc.
Because honestly, healing in this game has enough potency that unless you've collected vuln stacks like you're trying to complete a pokedex, one vuln stack is not generally a huge hassle for me. (And if it gets to the point that you have enough vuln stacks that every raidwide becomes a one-shot... well, there's always the Nuclear Esuna; for the low price of 2400 MP, I can convert all of your debuffs into one single Weakness!)
The big inconvenience to a healer is having to slow-rez someone... especially if there's other damage happening. (As one of my static says, "Tend to the living!") It's a honking great pile of MP -- a quarter of your full bar -- and a painfully long cast time. Rescue lets me avoid that, but it's hardly a perfect tool. Or, really, even a good one. Unfortunately what it is, at present, is the only tool to avoid having to rez someone in certain situations.
It's a cool idea, but...
Rescue's timing is janky enough even when we do get it off early enough; given the way this game works, and the reality of server ticks, I cannot see Thresh's Lantern being a viable option. You'd need the healer to drop the item within reach of the DPS, and then the DPS to click it to use it in time. Even if it was just applying a buff and putting something on, say, Duty Action II which zips you to the healer a'la Aetherial Manipulation -- a lot more likely to be survivable -- that's still got more round-trip traffic to/from the server than Rescue would.
With Rescue, I use it and the server processes it, and moves the character. With the Lantern -- even if it were a buff and a Duty Action, you need the healer to put it on the person, the person's client to receive that the buff was applied (and make the Duty Action available), and then when the person wants to use it, it needs to tell the server they've used that action...
Sure, it would work sometimes. I just think it would be even more janky and unreliable than Rescue timing-wise, unless that Lantern had a fairly long lifetime. Which probably would work, but if you could apply it ten seconds ahead of time and it allowed movement without consequence, I also would be willing to lay solid odds on a bet that the Lantern would almost immediately be cheesed six ways to Tuesday for uptime in savage.
Conversely, "Salvation" can't be cheesed (at least, not without consequence), and by virtue of it being a buff that procs, the proc is handled on the server side at the same time damage is applied, making it considerably more reliable than Rescue has ever been (or ever will be).
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
If I see a sprout not behind the ice in Syrcus Tower, right now my options are either "Rescue them to safety", "mentally budget 2400 MP and Swiftcast to rez them", or "just let them die and stay on the floor". If more than one sprout has died to a mechanic, I don't even have the option of Swiftcast, so if they die it's 2400 MP and an extremely lengthy cast time... or leaving the sprout on the floor until I have Swift again, which is certainly no fun for the sprout.
The idea behind Salvation is that it's a way the healer does not need to spend 2400 MP, and the person gets to stay in the fight (rather than having to sit on the floor and watch) -- and the temporary Transcendent buff (a'la a rez) means you have a chance to top someone up before they die to damage immediately afterwards. (Assuming they don't immediately sprint and cancel the Transcendent buff, but that never happens post-rez...)
Still, it's hardly the only possible replacement for Rescue. Heck, it's not even the only replacement that I've suggested on these forums. You could have it be that if someone dies with Salvation on them, it just makes Raise on them an instant-cast that costs half the MP, or something.
My point is that it's more likely to be productive -- and less likely to be a whole bunch of name-calling, finger-pointing, and general argument -- if the situation is approached not as "Rescue is bad and healers should have it taken away" but rather as "Rescue is a broken tool, what would be a better tool to give healers instead of Rescue."
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
You use Rez on them with swiftcast and let your cohealer do the same.
Giving so many tools like this as I said before will either have them be entirely redundant, since 2400 mana is absolutely nothing on healers, or it will be wildly broken and absolutely break the balance on savage.
The solution is to take the tool out of the game that's used for widespread trolling like people in this thread admit to using it for, or rework it so that it can't be abused. It has minimal use other than yanking a sprout here or there, and causes more grief than good 99% of the time. People need to just learn to stop trying to control other people and trying to make them play the way they want.
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
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