+1 to opting out.
It seems some number of people have these very niche scenarios they like having Rescue for non-trolling uses. For the rest of us, let us opt out.




+1 to opting out.
It seems some number of people have these very niche scenarios they like having Rescue for non-trolling uses. For the rest of us, let us opt out.
Fun fact, arms length cancels it out



You've been hit by the same mechanic 3 times in a row. I don't trust your Shukuchi nor your ability to identify danger.
Not two days ago in Alexandria I got someone who died every single time the first boss did the combo mechanic, and then at least three times in the two subsequent fights. You know why he didn't die one more time in those fights?? Because I rescued him. I've seen people learn in real time. Get hit twice, get rescued once, then never make the same mistake again.
Last edited by DiaDeem; 12-31-2025 at 08:25 PM.

I'd rather we had an opt out too. I never use rescue when healing either. If you stand in the big bad, you learn not to stand in it, and you'll get tossed a rez or a heal after tank privilege. DPS players don't need to be yanked around the platform when they say it's their first time, when they're trying to learn where to stand and/or timing their hits during boss mechanics. And seasoned dps players know how long they have if they are animation locked on landing a hit so they can move themselves. When I see bickering break out because of rescues happening excessively on someone or bickering breaks out, I usually just say, "Screencap battle tab, report, and let a GM figure it out." And that stops it real quick.
Protect or Shell being added back in would be better option, or even a buffed up return of Stoneskin.
Unfortunately, Rescue - in the wrong hands - can too easily be used to troll sprouts or people new to content.
So my serious take on the subject...
Rescue is an interesting wrinkle in the combat of this game, it is a game that is already lacking in utility options, and while Rescue doesn't feel great to be thrown at you, it is still a unique feature, unlike most other things in this game, and its nature is inherently weird, plus there are a lot of situational but valid uses for it, and in higher difficulty situations, it is not going to be used anyway, I feel if you are ever hoed out of a Savage clear by a Healer being "funny" and killing a DPS for fun, the problem lies less with Rescue and more with that person, and while we should account of assholes, structuring things too much around them and filing off every potential point of friction between players is not the way, all in all, even with the negative feelings associated with Rescue, I think it is a net positive to the game, and I am with Aviatorhead that if it were removed/changed, it needs to be traded in for something equally unique.

i just like yanking my friends off the arena with it in alliance raidSo my serious take on the subject...
Rescue is an interesting wrinkle in the combat of this game, it is a game that is already lacking in utility options, and while Rescue doesn't feel great to be thrown at you, it is still a unique feature, unlike most other things in this game, and its nature is inherently weird, plus there are a lot of situational but valid uses for it, and in higher difficulty situations, it is not going to be used anyway, I feel if you are ever hoed out of a Savage clear by a Healer being "funny" and killing a DPS for fun, the problem lies less with Rescue and more with that person, and while we should account of assholes, structuring things too much around them and filing off every potential point of friction between players is not the way, all in all, even with the negative feelings associated with Rescue, I think it is a net positive to the game, and I am with Aviatorhead that if it were removed/changed, it needs to be traded in for something equally unique.



Having Rescue provide a nigh-invulnerability shield would not be comparable to its current effect in terms of what it can and cannot save players from.
Rescue is capable of saving players from things that are unhealable and unmitigable, like being knocked off a cliff, into a death wall or having the floor removed. To replace it would have to meet those sorts of functions and I cannot imagine any systems that currently exist in game that could be easily implemented to meet those functions. A "float" status to let players hover over pits would be something (though as they stand they only ignore very specific mechanics where used), or even a shield that prevents e.g. the next instance of AVOIDABLE damage (so as to prevent there being yet another oGCD mitigation a healer is expected to push instead of spamming more Glare, again damage sources would need to be categorized as "avoidable" in some fashion for this to work), but these things all strike me as spells that would need to be separate to meet the function of Rescue (which is a balance consideration when it's already got a lengthy CD) and then could also abuse many more boss mechanics themselves, as evidenced by the fact that both effects I just suggested are things that appear as additional actions in Field Operations content and nowhere else because they're so powerful.
Rescue is also capable for the utility of increasing a party's mobility options, even despite the fact that most jobs have some form of repositioning tool nowadays. A huge use for it is to save players stuck in Limit Break movement-lock, or even Healer LB3 rez movement-lock; LBs cannot always be delayed for a 'proper time' if they want to see use at all and that can force players into places where using it and dying is preferable to not using it. Rescue is perfect to pay them back and save them. Others have already mentioned how it was used in previous encounters for uptime; I can recall off the top of my head using it early pull in e4s on my co-healer (or vice versa) on Evil Earth to save Sprint get more damage in on a mechanic that slide-casting was not sufficient for.
Last edited by Post; 12-31-2025 at 10:36 PM.



8.0: ‘Relative to player feedback Rescue has been replaced with Diabrosis. Same cooldown’.
The imminent future. But hey, at least you can’t get trolled by that one guy there’s a 5% chance of ever actually coming across. Designing the entire battle system around such players has really worked well for them so far, right? Not like devs have ever went nuclear over the smallest bit of feedback before…
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