Offcourse on Lodestone there's a bunch of cunts whinning raise is too low now...
Offcourse on Lodestone there's a bunch of cunts whinning raise is too low now...
What the fuck is wrong with all those idiots? Hell most other mmo you get a raise type of spell at 10. There is no reason for it to be any higher, 38 was just plain stupid. However, I think the recast is still too high.
What are you saying here? Do you think this is the way it should work, or you think this is the way it will work?
I didn't realize there was a difference with any spells recast times being in or out of combat.
Keep in mind that if you equip an ability to your bar while weakened, the recast is (was?) doubled. So yes, everyone will need to have Raise or Rez on their bar upon entering a dungeon.
It doesn't seem to say in the article what the duration of Weakness will be. I presume that means it's staying at 3min? How will Raise2 affect the useless Onion Helm? etc.
I'm saying that's how i personally think it should be. If you're in combat, anything shorter than 5min and you trivialize the content when everyone can just get insta-raised. If you're just recovering from a wipe and not fighting anything, the recast times are just an annoyance, especially with a time limit.
There might be aetherytes at the start of the dungeons (or even further in, acting as checkpoints of some sort). If that's the case I imagine the resurrection spells will be used for recovery mid-combat.
Just echoing a few posters here but...
As someone who has nearly all classes to 50, there are plenty of action points available to have at least raise or resurrect on your bar at all times. There's no reason not to have a small spell library equipped. On my melee classes I keep resurrect equipped and on my mages I have both in my support setups. For all classes I keep cure and sac III on too because you never know when you'll be out of range of a mage aoe because of stupid terrain bullshit.
Also I am somewhat disappointed THM (their quests are about life and death) did not get a self-raise. I'd be fine with CNJ getting one too I suppose. I am well aware this is the a precursor to their supposed mass class overhauls, but I'm afraid they're disconnecting from the lore a bit. Someone mentioned the CNJ quest line earlier and they make a good point about what they said concerning what those cutscenes lead us to believe about the class. I'd like them to be bit more cautious about losing track in those things as story is important to the FF series.
haha yeah, wow even made it possible now, for a lv1 to res (for no mp cost, or a recast timer even! for the caster anyway, 10min wait for those that were ressed by the spell).
Randomly, I kind of wished they'd have done something with the surplus many of the past players have built up over the many months (especially the crafting surplus, oh god that stuff is brutal)... so many millions of exp in surplus ;/
Oh I also meant to post that I really think they should've added a tractor-res (ie. Like loci res in Aion) too. There were so many times in XI when people died in a swarm of mobs and you couldn't res them until you claimed the mobs or you had to do a combat res. I think an instant res would add variety too. Lotsa things SE can do without using long recast timers for no good reason. Also remember that that 5min recast timer will be longer cross-class.
In-combat and out of combat raise should definitively follow different rules. There is no reason to make people wait forever when they are out of combat,.
Even in instance like salvage back in the day, wasting 7-10min to recuperate after a wipe/semi-wipe wasn't really fun. I imagine it would be the same here.
[edit]
I hope you wont be weakened anymore if you go back to your homepoint. That shit is so annoying when you do guildleve solo and dies to some random bullshit (shitty monsters placement, high level aggro, one shot ability on a otherwise easy leves)
I completely forgot that FF didn't have location rez, since every MMO i've played since had one. It's just too handy.
Conjurer at 50 gets 4 different raises. Bring 2 CON and that's enough to cover the whole group in a raid.
It's also possible that when you equip White Mage in the future these recasts will go down so I'd try this out for now.
The recast timers feel like they are way to long for everything they posted. Yes, they are forcing us to play CON but they suck compared to what THMs can do.
According to the NA Lodestone, adding Triple Triad will make the game more fun.
I'm fine with everything but the durability penalty for HPing.
It's basically punishing you for their shitty mob placement and discourages you from trying to test your limits on harder mobs.
I'm a bit curious about the durability thing to. Since didn't Yoshida say he was going to look into removing it after the Materia system is in the game?
Or just have your developers stop being stupid and have the raise spell insta-tractor the corpse to the caster of the spell, like in every other mmo that came out since XI. Its like people have never played another MMO in their lives.
For those talking about in-combat and out-of-combat raises, they're called raises and battle raises (or rezzes). Most healers in other MMOs have at least one or the other, or in some cases, both. Out of combat raises typically never have a recast, as the battle is already over, so there's nothing wrong with getting the team right up to try again. Battle rezzes are typically on a 5-10 minute cooldown, and if the game has talents, the cooldown can typically be talented down for faster rezzes.
All XIV is doing is showing its age with some of these backwater decisions. I'm fine with slapping a cooldown on any B-rez, as not having one would completely break any game, especially one as simplistic as XI/XIV (tank, spank, don't get killed by big AOE), but having a massive cooldown on an out-of-combat raise is absolutely silly, especially when you're talking dungeons with time limits. Its just another way to artificially create "difficulty" and "challenge", instead of actually making the encounters extremely difficult.
When programmers become afraid to kill players because of massive recasts on raises and long weakness penalties, combat becomes stale and uninspiring, because there's only so many ways you can "challenge" a player without, you know, actually making the fights more difficult. A game that isn't afraid to kill the player, knowing that the player and his team can reset and begin the fight again within a few short minutes, can design truly terrifying content and encounters, because, while the player does get a break (in death) to refresh one's mind and refocus on what needs to be done, its not so long that they'll eventually hit a period where they no longer have time to successfully complete the fight, so they give up for the night.