



Getting damaged and getting a Vuln stack and even dying also accomplishes teaching someone that they shouldn't have been standing somewhere, more effective than rescue which may just disorient someone new to a duty.
Lastly but as I'll point out as your not against rescue that I do think its a good cooldown to help people know "yeah you should be not standing there" rather then simply healing a player. Rescue is a very good teaching tool which to your point of they've got to learn, this actually achieves in a effective way.
That because asking for the robust healer kit to actually be fully utilized in most content requires tanks have their sustain be nerfed into the ground and/or increase the standard difficulty of low end content. Both garner vastly more ire than asking for an actual damage rotation since that doesn't change how the game plays for everyone that isn't a healer.Its funny because one of the most common suggestions on how to fix healer has Nothing to do with healing as it would be to give them actual fun damage skills to manage, Now like it or not its already a established argument that we should add/keep non heal related tools on healer. So your logic questioning why healers want to keep a support skill already makes zero sense.
(My personal recommendation is to nerf tank sustain because that was never necessary in older content at all skill levels when I actually mained healer. Right now tanks are way too strong.)
Anyway, Rescue is still bad. There hasn't been a single argument for it yet that justifies it existing over a very powerful sheild we can toss on endangered players as several of us have suggested.

Honestly, if anything it's more of an ego boost keeping alive someone who's decided to collect vuln stacks like candy vs just letting them die, plus it gives a bored healer something to do other than just pressing 1111111 with a break every 30s to press 3 or whatever you have your DoT mapped to. I've said before I actually prefer healing dungeons where my party is a little bit bad at the game or just new because it makes things more interesting and actually has me pressing my buttons.I don't get the ego about not healing players for making mistakes but also playing the support role, you signed up to protect and support your allies when queuing for healer or tank, Play DPS if you don't want to help keep people up for making mistakes. It feels like the same weird mentality of "you pull you tank" like HOW dare someone pull ahead I'm the tank, for that I'll not tank anymore. I just don't get why people need some weird ego about being better then everyone else and griefing your team because you don't like they made a mistake or did something you don't like. Most people wont learn from being downed infact if you refuse to rez them they will not be learning much at all.
Anyway, to the actual topic at hand- if you don't want to get rescued, don't stand in the bad. If someone is rescuing to intentionally grief you, report them. If someone rescued you with good intentions but either fell a bit short on the "actually helping" part or you simply don't want them to use it on you, a "hey please dont do that again" can go a long way. If you're intentionally going to greed - tell them "im gonna greed here dw i know what im doing" or something along those lines. Shockingly, communication can go a long way rather than stewing in indignation and then whimpering on the forums about it later.
And if you want to justify crashing out at someone using rescue on you, play black mage.


I think tank kits are overtuned, I don't think its 100% on the sustain side, mayhaps warrior But I do think there needs to be a big tuning down on some sustain example Removing magic healing the PLD but keeping H-Sheltron regen Is a good compromise, Nerfing sustain potency is somewhat needed in general.That because asking for the robust healer kit to actually be fully utilized in most content requires tanks have their sustain be nerfed into the ground and/or increase the standard difficulty of low end content. Both garner vastly more ire than asking for an actual damage rotation since that doesn't change how the game plays for everyone that isn't a healer.
(My personal recommendation is to nerf tank sustain because that was never necessary in older content at all skill levels when I actually mained healer. Right now tanks are way too strong.)
Anyway, Rescue is still bad. There hasn't been a single argument for it yet that justifies it existing over a very powerful sheild we can toss on endangered players as several of us have suggested.
Mitigation plays a big part into why tanks are so invincible and never need healing (outside warrior getting a benediction on 25s cooldown that lasts 8s), passive 20% mitigation likely needs to be nerfed along side sustain, To compensate for harder content & fights buff some of healers single target mitigations so tanks can still survive things.
I just want to be very careful about the sustain nerfing as I think a lot of tanks enjoy some level of self heal as its another active way of tanking, but we can likely agree that at the very least it shouldn't stay at its current levels.
As for rescue , your generally just advocating for it to change because it has room to mess up, I think that's fine on some skills, If the arguement is "it feels bad to be rescued" over a powerful shield then that's understandable, I think a Shield like that could very quickly be used to hyper mitigate players on things like tank busters and can be used in a lot of cheese situations if not handled correctly, I'm not fully against that idea over rescue though.
I personally don't see any reason to not remove rescue, other then "it feel bad for me" which is very subjective, I think this game has suffered too much for people complaining and whining about something having room for error, this is why we can't have Black mage with long casts and timers, because theirs actual room to mess up your job if your not playing it correctly, I think room to mess up is perfectly fine in a game like FF14.




They changed Black Mage cast times because they decided they didn't want to design encounters around them. Not people complaining. A lot of people liked having longer cast times.
I personally don't see any reason to not remove rescue, other then "it feel bad for me" which is very subjective, I think this game has suffered too much for people complaining and whining about something having room for error, this is why we can't have Black mage with long casts and timers, because theirs actual room to mess up your job if your not playing it correctly, I think room to mess up is perfectly fine in a game like FF14.
I was just "rescued" while I was using LB as melee for absolutely no reason but trolling. Remove rescue or let me opt out of rescue, I don't want to deal with this anymore.

Rescue is a unique, interesting ability that has allowed me and a co-healer to do things such as rescuing each other in p10s to cancel the other getting knocked back and then LB3 when the group failed to make the barrier in Harrowing Hell.
Or yoinking my tank to the teleporter in the current Extreme so he has more time to make it there after taking his tower solo.
No. We're already in job homogenization hell, so let's not.


I'm pretty sure a big reason why timers was changed WAS because it was seen as annoying to people because any sense of friction to them is bad.
Cast times, debatably didn't even need to be changed for encounters. Partly it was changed because people complained about them, but they did likely see encounters "benefitting" for blm to change.

what kinda parties do some people here play in that they get rescue killed so often lmao
Last edited by theunhappypotato; Yesterday at 03:15 AM.
Me think they should add the opposite of a rescue. Like a knockback. Let me push away players that keep following me when we have to spread
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