Quote Originally Posted by Rychu View Post
I say almost this exact quote everywhere in these forums that body checks by themselves aren't bad as it requires everyone to be competent at a fight and increases the overall skill floor of the player base which is great. HOWEVER, you can't have your cake and eat it too. What I mean is that you can't balance jobs around the ability to rez multiple people that is supposed to save a fight and then have every other mechanic be a body check that requires all 8 people to be up. Looking at P12S specifically, all of the major mechanics are body checks save tank invulning para 1. If not all 8 people are up at the start of the mechanic then fucking OOPS back to the start with the lot of you. Not even considering if you died during the mechanic before the part you were relevant for. I mean why is it that during caloric 1 if a tank died during crush helm and they respawn a second too late they spawn with 4 caloric stacks instead of the normal 1? Unless that's just a fucked up bug then the develops are purposefully making mechanics that punish rezzer's for no good reason while also keeping their damage low for "balance".
Agreed. And what's worse for jobs like RDM is arguably just the combination of raids having varied amounts of such extreme body checks atop the way RDM seems to be charged for that utility being relative flat outside of whether the likely deaths occur during their burst window.

The contextual value of Verraise between its most ideal and least ideal contexts varies more heavily than its costs, which are solely its offensive uptime lost (value dependent on when that Verraise is needed) and its MP cost (which is irrelevant until nearing starvation, since RDM has no other burst-spending mechanism nor any useful MP-conserving mechanism).

With the range of cost to effect varying so much from fight to fight, it's damn hard to balance under the way it's currently handled (which like a fee for simply having the ability, first, and a use-cost only a distant second).