Heh would like to think this came about due to one of my suggestions, have thrown an off comment or two about how outdated the forced delay for weapon draw was considering how easy gear haste cap was to reach any more.
I actually got to have some fun with this before they nerfed it back in the day >.<
I remember back in the day leveling WAR with my /attack and /attack off macros, basically having hundred fists the whole time. Hopefully they dont mess up doing this and thats not possible again, since it was pretty broken.
http://www.twitch.tv/wish12oz
http://www.youtube.com/user/r5n/videos
Is there any chance that the Dev Team will be also removing the 'cure lock'; the effect of not being able to move because a mage is casting cure/haste/regen whatever spell on you, so you can't turn to face the next mob. You know, that thing that SE did say they were fixing and then said they HAD fixed ooohh, about 1-2 years ago was it? (It's still not fixed FYI)
So will this mean there isn't as much of a delay when I choose to be raised and my character wastes time sheathing her weapon when she should be high-tailing it out of danger?
Yes! The weapons with high delay certainly needed this. Now, if they could only increase our movement speed permanently.
This is going to be like the time they fixed spell-lock, and nothing actually changed. I still get stuck to the floor when someone throws an ill-timed Cure 5 on me.
Now where is our update where if we're too far away from a monster we wont loose all tp?
I have the final form of Aegis, it has 40 Def Augments Shield bash V and Magic Damage Taken -45%... The ultimate form!
So if I read this correctly, they are planning to go from Delay+sheath+redraw wait to simple delay of weapon? Captain obvious statement incoming, but they should have done this back when they fixed the abuse of disengage/engage to negate weapon delay all those years ago.
Additionally, where is the update that allows you to still attack the target you're right behind as it runs around? Mobs can do it so why can't we? If a Goblin can chase me with dagger in hand, at normal movement speed, and still attack me while running it goes without saying that we as players should be able to do the same thing. Especially if wielding a weapon that has greater reach than a dagger (such as 2hander weapons) yet if I get more than a few steps away from said mob I'm automatically out of attack range.
That's simply due to lag. The mechanics are the same both for players and for mobs, only they have zero lag, which makes it seem like it works better for them. This is not something that can be easily fixed, they'd have to employ strategies that rely on heuristics and best guesses to figure out if a player is hitting a mob. Unless they either increase the melee range or reduce the collision range.
All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
FFXI: Leviathan > Arcon
FFXIV: Selbina > Arcon Villiers
|
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |