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  • Raise to raise!

    In the new update a couple of inderect changes have helped us out. It says Raise I recovers 50% exp lost now instead of 25%. Do you think this will actually stop people demanding R2 or R3?

    I felt fairly useless having a raise nobody wants, and this has made me very happy.. but do you think this will catch on with the wider playerbase, or is 50% loss still too great?


  • #2
    Re: Raise to raise!

    Originally posted by nazlfrag
    In the new update a couple of inderect changes have helped us out. It says Raise I recovers 50% exp lost now instead of 25%. Do you think this will actually stop people demanding R2 or R3?

    I felt fairly useless having a raise nobody wants, and this has made me very happy.. but do you think this will catch on with the wider playerbase, or is 50% loss still too great?
    I dunno about other RDMs, but I'm perfectly happy having 50%. I don't want or need Raise II now.
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    • #3
      Re: Raise to raise!

      Originally posted by nazlfrag
      In the new update a couple of inderect changes have helped us out. It says Raise I recovers 50% exp lost now instead of 25%. Do you think this will actually stop people demanding R2 or R3?
      Nope, but more people at lower levels (dunes, qufim) will demand to hold up a party till they get their raise 1.
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      • #4
        Re: Raise to raise!

        Haha, I'd hold up a party for R1 simply for the fact that my homepoint always stayed in Bastok. =P

        The boost to Raise is really convenient, especially when dealing with the whiny bitches in Dynamis what beg for "R3onryplz".

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        • #5
          Re: Raise to raise!

          Nope, but more people at lower levels (dunes, qufim) will demand to hold up a party till they get their raise 1.
          I missed this side-effect of making homepointing even less attractive. Why is there always a downside dammit!

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          • #6
            Re: Raise to raise!

            This is clearly RDM love, RDM is a mainhealer many times, one of the biggest problems is the fact we couldnt raise like a whm, this helps alot. Even though my nins dont die that much when i main heal ;-) *hides*
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            • #7
              Re: Raise to raise!

              I love this change to raise.

              Ali died to Biast aggro >.> Dangers of dual boxing is the auto run feature on one side and not paying attention to that blind side. Argh...

              Tried to recover by quickly changing out subjob, raise and possibly duo'ing the NM... but RMTs got him. I fugging hate RMTs...

              But yah, 25% extra out of Raise I for a level 72 character is a lot of exp. Lawls.
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              • #8
                Re: Raise to raise!

                I love the change too since I'm not high enough for anything else, but what was Raise II and III again? And why on earth would someone complain about not having Raise II or III when the main point of Raise at any level is to prevent having to run across a zone again?

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                • #9
                  Re: Raise to raise!

                  Originally posted by Linra
                  I love the change too since I'm not high enough for anything else, but what was Raise II and III again? And why on earth would someone complain about not having Raise II or III when the main point of Raise at any level is to prevent having to run across a zone again?
                  My situation is a bit different, only because I have a RDM who's sole Raise is Raise I. I don't complain eating it if something happens when I do things, but now that it returns 50%, I'm more than satisfied.

                  Raise II returns a significant more exp and Raise III returns virtually all your exp. I can't recall off the top of my head, but Raise II will only work on jobs of characters 50 levels or higher and I believe Raise III was like 55 or 60.

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                  • #10
                    Re: Raise to raise!

                    Originally posted by Linra
                    I love the change too since I'm not high enough for anything else, but what was Raise II and III again? And why on earth would someone complain about not having Raise II or III when the main point of Raise at any level is to prevent having to run across a zone again?
                    Raise 2: Revives a target from KO and restores 75% of the experience lost. Only on characters 50+ for less then 50 it returns the same as Raise 1

                    Raise 3: Revives a target from KO and restores 90% of the experience lost. Characters somewhere over 60, otherwise works the same as Raise 2.
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                    • #11
                      Re: Raise to raise!

                      I think it's a nice little perk with SE improving things instead of cutting them down. But, a WHM in my LS wasn't too thrilled about it. It makes them that much less attractive for XP PTs vs. main healer RDM. WHM was already being a bit marginalized as far as desirability in burn-style xp. I think WHM is remains a good job to have, as its baseline usefulness through simple and ample curing is still undeniable.

                      However, I would like to see improvements made to R2/3 for the WHMs out there. Maybe something like:

                      R2 - restores 80% of lost XP with a chance to avoid Weakened State.

                      R3 - restores 100% of lost XP and does not induce Weakened State.
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                      • #12
                        Re: Raise to raise!

                        Originally posted by Tomatoes
                        I think it's a nice little perk with SE improving things instead of cutting them down. But, a WHM in my LS wasn't too thrilled about it. It makes them that much less attractive for XP PTs vs. main healer RDM. WHM was already being a bit marginalized as far as desirability in burn-style xp. I think WHM is remains a good job to have, as its baseline usefulness through simple and ample curing is still undeniable.

                        However, I would like to see improvements made to R2/3 for the WHMs out there. Maybe something like:

                        R2 - restores 80% of lost XP with a chance to avoid Weakened State.

                        R3 - restores 100% of lost XP and does not induce Weakened State.
                        I don't think that's necessary at all and even with those perks, people who won't pick up a WHM for whatever reason will still won't pick them up with those improvements to raise.

                        If you really want a reason to have a WHM in PT, then tough monsters should be implemented in the game that carries an attachment of +25% bonus in exp. These tough monsters require a traditional party setup and also these monsters will require PLDs to tank (Not NINs) In this manner, you kill several birds with one large stone.

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                        • #13
                          Re: Raise to raise!

                          Originally posted by Aeni
                          If you really want a reason to have a WHM in PT, then tough monsters should be implemented in the game that carries an attachment of +25% bonus in exp. These tough monsters require a traditional party setup and also these monsters will require PLDs to tank (Not NINs) In this manner, you kill several birds with one large stone.
                          I'm thinking of MNK-type mobs. If it were a mandragora, I don't know if people would bite because their AoE Sleep is a chain-killer. Something else that attacks very quickly and frequently Double Attacks and Triple Attacks.
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                          • #14
                            Re: Raise to raise!

                            Originally posted by Aeni
                            I don't think that's necessary at all and even with those perks, people who won't pick up a WHM for whatever reason will still won't pick them up with those improvements to raise.
                            I don't think it's necessary either, I just think it would be nice, not just for WHMs, but for everybody.

                            To really make a reason to invite a WHM, they'd have to jack a lot of the vital -na spells and Erase to 38+, which would suck. Like I said, I'd rather see players get strengthened (to a sensible degree) than nerfed.

                            If you really want a reason to have a WHM in PT, then tough monsters should be implemented in the game that carries an attachment of +25% bonus in exp. These tough monsters require a traditional party setup and also these monsters will require PLDs to tank (Not NINs) In this manner, you kill several birds with one large stone.
                            No offense, but to me, that's senselessly arbitrary. I'd rather see PLD beefed up directly to make its damage mitigation somewhat more comparable to Utsusemi (perhaps Job Traits: Physical Damage Reduction by % I, II, and III), than have the basic monster vs. player level differences toyed with.

                            Designing monsters that force players to consider alternative styles is a good thing tho (minus the illogical 25% xp bonus). I'm thinking thumbs up for Chigoes here.
                            Last edited by Tomatoes; 08-04-2006, 11:13 PM.
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                            • #15
                              Re: Raise to raise!

                              Let's nip this pld-nin conversation in the bud, shall we? ^^ This thread is about Raise and the change as it impacts rdms especially. Let's leave damage mitigation and its associated clubs and horse corpses out of it.
                              lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

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