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SQ is adding invincibility after raise in 2.1!Follow

#1 Oct 13 2013 at 6:28 PM Rating: Default
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Greetings,

Not being able to heal players during the raise animation is working as intended. However, in patch 2.1 we will be making adjustments so that after you are raised you will not receive damage from attacks for a certain amount of time.


http://forum.square-enix.com/ffxiv/threads/104074-Please-Fix-the-Raise-Animation%21?p=1413252&viewfull=1#post1413252

Well so not only are they making the HMs easier they are making raising easier, and CT isn't even harder than Coil, sucks they are making it easier but have no harder content to replace it.

Oh well grats Titan will be much easier now, just accept raise whenever.
#2 Oct 13 2013 at 6:32 PM Rating: Excellent
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Best fix ever, Its so annoying getting raised and not being able to move because of it, I love this.
#3 Oct 13 2013 at 6:39 PM Rating: Excellent
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I don't really know why are you complaining to this fix? For me as a healer this is a needed fix because most of the time raise/ressurect in battle become useless with so many wide raid damage.

At least with this fix healer doesn't have to use the raise + removing death debuff = death debuff / ress sickness stick.
#4 Oct 13 2013 at 6:56 PM Rating: Excellent
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The problem is mob mechanic seems almost fixated on raised players. Particularly DD's. It's like they're fighting against LB.
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#5 Oct 13 2013 at 7:54 PM Rating: Decent
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A fantastic and very much needed fix. Why we need to wait until 2.1 instead of simply adding this to the current hotfix scheduled for this week is another matter.
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#6 Oct 13 2013 at 8:13 PM Rating: Good
Impurvious to attacks is one thing, but they could make the weakened player "invisible" to the mob as well for a time. But this works too I guess.
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#7 Oct 14 2013 at 2:36 AM Rating: Excellent
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Sir ArthurDragonheart wrote:
Impurvious to attacks is one thing, but they could make the weakened player "invisible" to the mob as well for a time. But this works too I guess.

Invince should wear off a few seconds after getting up. I lost count how many times I've died after being rez'd due to aoe targeted on my body during res animation. Or watched other DD's also suffer the same fate after I swiftcast res them on my SMN(therefor wasting my swiftcast on it).
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#8 Oct 14 2013 at 3:53 AM Rating: Default
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I'd rather it come down to timing it out yourself. You can see when AoE is going down so I think stuff like the cones and circles should be immune to the changes. If there is any AoE aura damage I'm ok with being aura immune for a few seconds, but I don't want my hand held for something simple like paying attention. Then again, I don't like being raised where the caster is.
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#9 Oct 14 2013 at 4:43 AM Rating: Good
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Yeah, part of the issue is the timing of awareness lost being moved and subsequently revived. It's both a pro and con and I always wonder why a MMO has yet to make it a choice option for the recipient. Oh well, minimizing deaths when you've lost control of yourself is A-OK by me. Just hope they take a look at LB lock next.

Edited, Oct 14th 2013 6:44am by Seriha
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#10 Oct 14 2013 at 8:13 AM Rating: Good
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Considering the load time that occurs when I accept a raise, it is 100% impossible for me to time this. I can time it the moment I see an attack go off, and the actual animation, and process for raising can take up to 10 seconds, at which point the mob is most likely already preparing another attack.

Accepting a raise has always been a crap shoot for me. To the point where I don't even care about the timing. I can guess all I want, but at the end of the day it's better for me to get up quickly, then pretend I am actually dodging something that will happen after I choose accept.
#11 Oct 14 2013 at 10:12 AM Rating: Decent
For the most part, I'm with Filth on this one. However, I do find it necessary for fights like Titan. I'm sorry, but while I like having challenging fights that require a lot of precision and execution, dying at any point in the fight shouldn't relegate you to "down for the count" for the rest of the fight. It shouldn't be "Oh, I died. Whatevs, I'll just raise." It should still involve some common sense mechanics, but that is how Titan is for most groups at the moment. The is so much AOE going on that you can't time anything. At least in Ifrit, you can wait for the plumes to show then hit your raise.
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#12 Oct 14 2013 at 10:21 AM Rating: Decent
IKickYoDog wrote:
For the most part, I'm with Filth on this one. However, I do find it necessary for fights like Titan. I'm sorry, but while I like having challenging fights that require a lot of precision and execution, dying at any point in the fight shouldn't relegate you to "down for the count" for the rest of the fight. It shouldn't be "Oh, I died. Whatevs, I'll just raise." It should still involve some common sense mechanics, but that is how Titan is for most groups at the moment. The is so much AOE going on that you can't time anything. At least in Ifrit, you can wait for the plumes to show then hit your raise.


Was gonna say, against Titan it becomes near impossible towards his last phase. Especially with bombs, tumult, landslide, weight, etc. The delay will land you in one regardless of timing.
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#13 Oct 14 2013 at 10:47 AM Rating: Decent
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rfolkker wrote:
Considering the load time that occurs when I accept a raise, it is 100% impossible for me to time this. I can time it the moment I see an attack go off, and the actual animation, and process for raising can take up to 10 seconds, at which point the mob is most likely already preparing another attack.

Accepting a raise has always been a crap shoot for me. To the point where I don't even care about the timing. I can guess all I want, but at the end of the day it's better for me to get up quickly, then pretend I am actually dodging something that will happen after I choose accept.

This is the way I experienced it, too. In the Garuda fight, we had an awesome WHM who managed to raise the rather unexperienced DRG and BRD a total of 4 (!) times while still keeping me alive and well. Each time, the DRG and the BRD bate (what`s the simple past tense of "bite"?!) the dust just after their raise animation had finished because, well, Garuda is an AOEing *****. And since the whole circle raise->raise animation->stand and be targetable for heals->be healed sufficiently to withstand a blow took up around 10 seconds, I think it was neither the WHMs nor one of the other two`s bad timing that led to their demise.
#14 Oct 14 2013 at 10:48 AM Rating: Decent
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bite, bate, bote, bited? >.>

Edit:
bit! It`s soooo simple! Surprise >u<

Edited, Oct 14th 2013 12:51pm by Rinsui
#15 Oct 14 2013 at 12:38 PM Rating: Good
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rfolkker wrote:
Considering the load time that occurs when I accept a raise, it is 100% impossible for me to time this. I can time it the moment I see an attack go off, and the actual animation, and process for raising can take up to 10 seconds, at which point the mob is most likely already preparing another attack.

Accepting a raise has always been a crap shoot for me. To the point where I don't even care about the timing. I can guess all I want, but at the end of the day it's better for me to get up quickly, then pretend I am actually dodging something that will happen after I choose accept.


That's also assuming you knew where the caster was standing at the time.

I'm fine with being vulnerable after being Raised if there can be just one change: the animation has to be instantaneous. Currently it takes several seconds both for loading and for the character animation, during which you're vulnerable but immobile.

It wouldn't be the worst thing in the world for you to get some indication of where you're going to be when you get up either. That one's not SUPER important, it'd just be nice.
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#16 Oct 14 2013 at 5:46 PM Rating: Good
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Great change. For whatever reason to a lot of people tedious, annoying, BS = difficulty.
#17 Oct 14 2013 at 11:49 PM Rating: Excellent
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I liked the strategy in planning out when exactly you raise. I didn't like the fact that you are forced to raise where the healer cast the spell and the fact that you could be targeted by abilities from the monster (but not from the healer) as you raised.

This is probably for the best. Some strategy will still be involved since you're still capable of getting smacked by an AoE after invincibility wears off but at least you'll be able to control what happens to your character and will live/die as a result.
#18 Oct 15 2013 at 2:06 AM Rating: Decent
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I wonder if the raise -> medica 2 mechanic is intended too... That took a fair bit of skill and adds more depth to the game, but as for my stance on it all - I'm rather indifferent, as long as we have enough challenges to replace this I'm happy.
#19 Oct 15 2013 at 1:22 PM Rating: Good
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The Raise-Medica 2 was glitch exploitation, due to it basically throwing an error into the Raise mechanic that it dealt with by erroring out of. That's been patched.

As for this... I have 0 issue with it. Likely the invulnerability will be about the length of the no-cures period. Sure, timing is important, but here's three things to consider:

1 - Raise here isn't Raise in FFXI. In FFXI, you had 1 hour to either HP or Raise. Here, you have 1 minute. So timing it becomes very difficult
2 - Raise animation lock isn't going away. Wish it would, but SE like's it's pretty graphics
3 - Choosing a Raise location would be awesome, but don't hold your breath for it. The mechanic already exists (See: Item usage on areas for quests and what not), but for them to do that, they'd need to negate the 1 minute Raise effect duration to give you time to target or people would need to decide ******* quick where to raise.
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#20 Oct 15 2013 at 1:26 PM Rating: Good
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Oh Tractor, where art thou.
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#21 Oct 15 2013 at 1:38 PM Rating: Good
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4 person parties means a BLM isn't usually handy :(
#22 Oct 15 2013 at 1:50 PM Rating: Good
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Furiousnixon wrote:
Oh Tractor, where art thou.


Raise does Tractor as well. However, the issue is that when you get teleported spot to spot, you can become disoriented and/or in the time of transit, the situation could have changed, but it's too late to do anything but watch helplessly. Really, this fixes everything. You will have a short window to re-assess and get to safety once the animation finishes, assuming they give you the same length of invincibility as they give you now where you cannot be cured.
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#23 Oct 17 2013 at 9:43 AM Rating: Excellent
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SyniteonReflux wrote:

Oh well grats Titan will be much easier now, just accept raise whenever.


Somewhere Titan is crying in his Cheerios that he can no longer be the captain of spawnkill.
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