It will look awfully retarded to have animations be cut off halfway and start another one just to be cut off again.
Your character will look like he/she is having an epileptic fit - Immersion much?
It will look awfully retarded to have animations be cut off halfway and start another one just to be cut off again.
Your character will look like he/she is having an epileptic fit - Immersion much?
game already does that
my only problem with this ARR and the dev ideology that sluggish unresponsive gameplay makes it challenging, no it doesn't (its dumb)
Someone is about to get facerolled by the boss (down to 100hp) go go benediction...... cmon animations... cm- newp
When I hit my ability I expect them to take effect now, not next week
Bull. A) There's too much going on in combat to really notice such things, and B) Most other games do this, and do you know what they do? They blend the effects, usually.
This. Except that, ya know, not being able to rely on abilities to execute when you hit them, land in time, or take effect at all really does make the game more challenging.
"Alright, when the boss splits, both tanks should pop their minimal defensive cooldowns. DPS, take a moment, fold your hands, and pray that the server registers the action and doesn't just put the ability on cooldown."
The Off-GCD abilities not casting right when you press them is something that has bothered me tremendously since I started playing the game. If the button is lit up, pressing it should trigger the ability immediately, not ignore my input and fail silently. Having lit buttons like that just makes it so that the UI is lying to the players, and because of that makes the game feel sluggish and unresponsive. Having buttons that ignore input is horrible UI design and just leads to me mashing the button as fast as I can when I want to use the ability.
To summarize it, you are very displeased with the casting animation that costs unnecessary delay to your non-GCD skills and even unable to heal a player when he is raised.
From a Dragoon perspective,
I agree it gets very disappointing as this majorly applies to Dragoon players who jumps(all jump skills are non-GCD) in the sky and lands in an AOE unable to dodge it on time due to the long casting animation. Leg Sweep stun animation also has an illogical delay for me.
From Raise perspective,
To die again after being raised because of the unnecessary delay for raising as well, yes gets very frustrating, and a 30% penalty implemented after 2nd raise. I guess SE is telling us to also time ourselves with the raise, like don't raise yourself before Titan's Tumult LOLZ.
YOU don't care about your animation. I care.Quote:
We don't care about our animations
Raising targets and the inability to heal them for...5 seconds afterward
I don't want my character still waving staff, but my target already healed before it's done. That doesn't look right, and downright weird. The current state is fine.
As for raising, it's easy to time: only start casting heal/whatever when you see the character HP bar has some white in it.
And the additional wait-time for raising, nothing wrong with that. It makes players need to have situation awareness about who's raising who at where. Healer should make macro with some <se.#> to alert the target being raised.
Nothing you can't overcome with a bit more awareness and focus.
SE, please don't keep feeding everything on silver-plate to players...
Raise is fine as it is. People need more fight awareness thats all. Same goes for the healers. Be smart about the position where you cast raise because thats where the person will end up. Short Garudafight example. Don't stand near the other players when casting raise. So the chances of the revived guy eating Garudas random aoe attack is much lower.
Here's the thing. Cure spells have a cast time, as do nukes. You will always finish waving your staff before your target is healed.
The same is true for all GCD abilities, and as I've stated before.
You also can't use an ability while *casting* a spell because you can't do 2 actions at once, so your hand-waving is safe.
You are simply wrong. I raise a person. They get up, hp appears, I start to cast a cure and the cure is deflected to me, and yet my pet can heal them before I can.Quote:
As for raising, it's easy to time: only start casting heal/whatever when you see the character HP bar has some white in it.
I just want you to know that you're saying "SE, please don't give players responsive and reliable combat that other mmos had 6, 10 years ago."Quote:
SE, please don't keep feeding everything on silver-plate to players...
* * *
Anyone may call XI's combat whatever they wish, but it was more responsive than this. Never once playing paladin, white mage, scholar, red mage, even friendly blm, did I see a cure go off and a target die to a hit that did less damage than the cure.
XI knew how to blend particle effects. You could stack berserk, aggressor, and warcry in the same macro and while it wasn't fast enough to see all 3 at once, 1 would overlap with 2 and 2 would with 3. Someone else's Warcry, -Circle effect (lol), Rampart, or Pt/Shell did not interrupt my character's current animation.
Stopped at that point.. I will not go into Tera's Combat and how blunt it is, but there is something you need to realize before comparing it to FFXIV.
Tera = Action Combat
FF ARR = Passive Combat
2 different Types of Combat, so you are basically comparing Karate to Judo and complain about Judo not being offensive enough.