FFXI VS FFXIV: 7 Ways Reraise Could Change Healing



Ever wonder how the game could change if FFXIV borrowed more from it’s predecessor FFXI? Let’s talk about how healing specifically could be impacted in light of the new content!

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28 thoughts on “FFXI VS FFXIV: 7 Ways Reraise Could Change Healing”

  1. The other MMO that shall not be named has soulstones that gives a similar effect, I would not be surprised if Yoshi-P and the design team decided against this. 😞
    death in FFXI was MUCH harsher than in FFXIV, so it made sense to have reraise in FFXI. That said, I would like to see a healer-only reraise ability though, even if it's a 5-10 minute timer to "balance", and it's not usable in PVP (obvs. reasons).

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  2. One option is to carry only one item of reraise. U cast at the begining of the dungeon. We already have item limits. That gives one reraise per match. Or dungeon 2 in the open world with the chocobo saddle bag. The other is time limit. Large cooldown.

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  3. Ahh! That's a really smart idea to give it to healers! Scholar already has a similar skill "Excogitation" which you set preemptively on an ally and it heals them if they go under 50% hp. It's a fun skill and feels very satisfying when you use it right, I could imagine a reraise would feel almost as good.

    I would imagine since it's a preemptive raise it would either be on a decent timer, or cost more mp? Would be curious to see how it would be balanced.

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  4. i just want rez on pld. On tanks in general, tbh. Every time when new patch drops, i always have casuals (my fav) and can make bets who dies first in a high lvl dungeon. On patch day, i got 2 wipes on 2nd boss, since poor healer can't go far enough to escape the SUN, and 2 more wipes on 3rd boss since drg can't jump through the crater (who would've thought that jumping job can't JUMP?). And ppl want harder dungeons, still. That's one of the cases why atleast redmage and summoner have their rez. (and more classes should have it).

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  5. People may not like this due to the RNG component but Ursula from Breath of Fire 4 has a cheat death mechanic that I always adored. When she takes fatal damage she get backs up with 1 hp and says "An impressive display of power."

    Not saying dps needs that but I do like it.

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  6. An interesting suggestion and nicely thought through. I think the new player, role uniqueness and job balance points are the most salient. I started as a Conjurer and love healing but always felt bad or guilty when I died as a new player/healer and “let down the group”. If this were implemented, it should be a spell, healer only and have a long recast time, like the tank invulnerability actions. New healers should be getting it at the same level tanks are getting their invulns. Implementing it with those restrictions would be nice for new, and sometimes old, player stress without being a game changer or a crutch. Thank you for an interesting video!

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  7. This entire video covers my Mentor Brain. Part of it wants to make things more skill based, but on the other hand I remind myself there was a time I didn't know the dungeons. And I admit, there are some dungeons I still despise despite knowing them well (looking at you Arum Vale). Honestly what I'd like is to give healers a self rez and give melee DPS a tank-ish ability that lets them take over temporarily when the tank falls and the healer needs some time to work. This would come in handy in early dungeons when less experienced healers and tanks may not always get a pull right.

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  8. They do have Reraise abilities in the less traditional content (Eureka and Bozja), but the content is designed with that in mind.

    I don't feel the traditional XIV content would mesh well with Reraise sadly since the game itself is extremely structured, almost rigid, compared to how XI is. It would really distrupt the flow of the fight if healers could RR themselves repeatedly – unless we make it only castable outside of combat / cost your entire 10k MP pool to apply with a 15s cast time (and cannot be reduced by Thin Air and Swiftcast). Even then, in content like Savage Raiding, it might make progression to quick or the devs may just start to super overtune the fights knowing that RR exists. This is why I don't feel it would be a good mesh to traditional XIV content.

    With that being said, continuing to build less structured content to take advantage of things like Reraise mechanics would be great. Here's hoping the DT version of Bozja continues to innovate in that way.

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  9. As much as I like the idea of a Reraise, the issue I find is that whatever content it is available in would monumentally change the gameplay. The game is fundamentally balanced around raises being available the way that they are, so adding in a reraise would require building around it. Older content could potentially be found to be entirely cheeseable with it.

    I think of it similarly to how I'd love to get a tank with a different mitigation identity, but the way damage is delivered and scaled in this game, it would be hard to have something like, for example, Monk in WoW, where you can spread larger damage out over time, or something that was more like an evasion based tank.

    I do think, however, if they limited it to certain content, like a Duty Action or the special abilities in content like Variant Dungeons, Bozja or Eureka, it could be a way to make the instances feel different from the rest of the game. Having actions available to each role that harken back to FF11, with healers getting Reraise, could have even been a great twist they could have added to the Alliance raids, akin to the "2 Hour Abilities" they had there.

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  10. Having it as a healer-exclusive function would be fantastic. I've been thinking that playing healer is a bit too punishing, especially doing content the first time. A safety net that triggers just once per fight would take some pressure off without trivializing encounters.

    Tanks get the double privilege of high base survivability and being reliably revived even if they do go down, meanwhile healers are just as squishy as dps, and getting KO'd often means the fight is over. Not to mention the number of times I've been downed because I missed a mechanic while looking at the party's health bars…

    A reraise would be appreciated, is all I'm saying. 😂

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  11. I kind of like how eureka does it where there is diferent version the automatic raise is a % chance and the rais action is a sacrafice of someone else.

    I am not shure if this would translate well into the base game but having some kind of restriction and/or risk conected to the rais would make it mechanically more interesting.

    on the other hand this could lead to a lot of frustration as well so it needs to be carfully designed.

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  12. In my opinion, if there was a re-raise spell, it would need to be disabled for higher end content. I think at a higher level, such as savage and ultimates, it would remove more skill expression from the role. I find it fun quickly reacting to recover a raid to help us see our prog point or even get the clear.

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  13. Interesting topic, as a healer main myself I would enjoy having a reraise of some kind. However, the way they implement it is critical. Personally, I think it should just be a role action that has a five or six minute CD so it can't be abused. I agree 100% that if they do add one in it should be healer only, and it will need certain drawbacks that keep it balanced. It would help the newer players out exceptionally well, as well as being a tool that veteran players such as myself could use to help the group as a whole.

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  14. The general Idea is interesting as suggested by other ppl in the comments – only usable on oneself with a long cd – I have the fear we would get to a point where the reliance on this mechanic could cheese more than it helps – I would support a reraise for "low level/story level" content but I would hate for ppl to develop healer sac strats to do mechanics in any fight even close to medium difficulty. Lets put it as a duty action only usable as a healer with a big downside(take the 50% death debuff for example) and can only be used the first time the healer dies … make it so only in dev approved fights it can be used … maybe a bit much rambling but I really don't want to see a group use the "rez invuln" from reraise to skip a mechanic and heal lb3 to rez everyone someday.

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  15. I could see it going like this: reraise craft-able item is added. Reraise item is very expensive with the idea that players are encouraged to use it sparingly. Players start using reraise item for every pull. Devs notice. Content is adjusted such that reraise item is near required for progression. Net result: it costs more gil to raid.

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  16. Well it would be cool if DPS and Tank had some sort of limited Raise ability, like maybe a raise ability limited to 1 or 2 raises with 25% HP per activity or a very long cool down. It can also be an item or consumable you can only equip or have one or two of. It would kind of give parties that clutch moment when both healers are down and you're the only DPS or Tank alive.

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  17. I think reraise could be fun tool in a Eureka/Bozja type content maybe also as an item that only works if you are not in party kinda like Basic Instinct on Blue Mage. Otherwise I don't really see any healthy way it could have been implemented. Bieng able to raise is already a very powerful tool they have to take into account when designing content bieng able to preemptively cheat death would be a whole other headache on top of that.

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  18. If they added reraise, I think they should make it function similar to Warlock's Soulstone in WoW. Each healer can have one reraise active at a time with a 5-7 minute cooldown and it rezzes the affected target upon death. It would add some skill expression to healers because you'd need to express game knowledge, fight knowledge, and also knowledge of your own party to get maximum benefit out of it. Would it be a used by high-end players? Sure. But realistically if you don't clear a raid tier within the first 3 weeks or an ultimate within the first month, the prestige will kind of have died down by that point anyways. Not to mention that there are a fair amount of mechanics that have fail states even if you do them correctly but did during them, like taking fatal damage from some towers or dying and then not having enough people for a party stack.

    Do I think it would make the game easier? Yeah. In a meaningful way? Ehhhh? I just kind of see it as each healer being able to give an extra tank invuln with some downsides every pull. The fact that you'd die and then have the downtime to go through the reraise animation would make it so that optimized groups would only use it as an absolute last resort anyways.

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  19. I agree on keeping Reraise Healer only, and as some people have said, keeping it out of High End Content would be very nice.
    However, I think the most reasonable implementation would be for it to be a spell you could only use out of combat, that applies a debuff on yourself that reduces your max mana by the amount a raise takes. (2,000 MP, I think?) This Debuff would also stop you from being able to cast more than one, so you have to decide between using it on yourself as a safety net, or, if you're confident in your abilities, you can put it on the sprout watching the cutscene, so as to give them extra room to learn.

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  20. I think implementing this would be a really bad idea for a couple of reasons.

    Firstly, if you are going into content expecting to wipe, or fail mechanics (which is a healthy part and crucial stage of doing new content), this really gives no benefit. Sure, you get your first raise free, but that is just 1 of many as you learn the content.

    Secondly, we already had mechanics like this in FFXIV with Protect and Stoneskin. That extra mitigation just slowed down pulls, made rebuffing and false starts another hiccup, and didn't really add anything to the raiding/dungeoneering experience. Removing these effects was widely regarded as a positive change, so reintroducing them would probably be met with backlash.

    Lastly, and this is only a kind of half a point, if it was implemented as an item, that would add another expense to raiding on top of gear, raid food, buff pots, materia, etc.

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  21. I think that Reraise would be best if it is a buff Healers can throw. Give it a 5 minute cooldown, 30 minute duration.

    Then they could use it on themselves if they aren't confident in their grasp of the encounter or throw it on the person who is on their first run as soon as they see "Watching Cutscene" (or if someone says "Sorry, I'm still learning this").

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