While I personally don't care either way for Rescue being in the game vs not (there's times it comes in useful, and far more times where it isn't responsive enough/no reason to use it/etc)...
There's been many times where 'we don't have space on the hotbars' has been cited as a reason that Healers shouldn't get more damage actions to bring some variety back to our moment-to-moment gameplay, between the damage instances that tend to be at least 10 GCDs apart on average.
So, if we were given new damage actions that provide every Healer a different 'rotation' (and thus reinforce Job Identity, eg WHM is bursty, SCH is DOT heavy, SGE is fastpaced, AST focuses more on buffing allies and contributing via RDPS), and Rescue is the price we pay to have such an update, I'd happily say 'Goodbye Rescue, never knew ya'. However, if it's a case of 'remove Rescue, and replace it with nothing', we've already lost a lot of things and had them replaced with nothing already, so I would be against that, because we can already simulate that (having Rescue removed from our kit, and replaced with nothing) by simply not putting it on our bars
On which note, another button that we can probably remove (and update to replace the functionality of) is Lucid Dreaming. It adds nothing to our gameplay to press the '3850 MP' button once per minute, and just punishes certain death timings harder than others. Instead, I'd rather see it gone to make room for, you guessed it, more interesting damage actions, and the MP economy it provides redistributed, either by increasing passive MP regeneration, increasing Piety's effect-per-statpoint, adding more interactions within the Job's kit wherein MP restoration effects trigger (eg akin to how Assize grants MP, SGE Addersgall spending grants MP, etc), reduction of certain MP costs, or some combination of all of the above


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