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  1. #33
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I don't hate the idea of capping rezzes to some degree, but at the same time it seems a slightly wonky and unnecessary solution. All difficult mainstream content has at least one backup rezzer, just by nature of being 8-man. I agree that we'd want to be able to let experience as much of the fight as possible those players who are new to a fight, especially if they are by role the ones who most permit the same for everyone else. But, let's assume for a moment the healers are guaranteed rezes because every job can rez. Does that really help them with experiencing the fight, when they're out of MP, out of sync, and more than likely out of their depth? Even ignoring the costs it'd have on healers' sense of role and responsibilities, would that actually serve that purpose more than, say, resetting after the failed mechanic?

    If part of the rationale is that, say, some fights have very odd or "gotcha" mechanics (difficult until solved, and then likely as dull as the "easy" stuff before) only late in the fight, sure, those are probably worth addressing. I'm just not sure if guaranteeing that parties will have access to rezzes even after all the healers die is necessarily for the best even for said healers.

    And if we're really aiming to address/discourse/map out the maybe-problem-maybe-not of likely-ish healer deaths, it feels like we could equally warrant that we should instead have more (perhaps at-great-cost or global-charges-constrained) means of preventing the death in the first place. Should things like Cover and Invulns and such not equally have a place in the discussion if we're considering turning Raise into a (party-wide, multi-charge) CD of sorts?
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    Last edited by Shurrikhan; 08-11-2023 at 05:16 PM.