-
I'm in Europe and play on Crystal since most of my friends are there; I average 150-160ms latency. I can hit all 5 hypercharge if I'm careful, but I don't think I've ever in my life hit 6 GCDs in wildfire, trying all sorts of skill orders. I was sure that they'd change heat blast to a stack system in EW after seeing other jobs get that treatment, and I'm deeply disappointed that they didn't. Same goes for blood weapon, why on earth is delirium now so lenient but that wasn't touched?
I find it especially frustrating with machinist, because as much as I enjoy the job I feel that I've hit a wall in improving. If changing to stacks doesn't work, I think even increasing the duration of each skill by one second (11s for wildfire and 9s for heat blast) would make it doable for me, without affecting the total possible skills used I believe.
Signed up for the forums just to say this, since they apparently need more feedback!
-
Love seeing you sign up, and it would super help if more people registered and voiced their experience and feelings on the matter
-
Signed up to +1 this. Having read the code linked earlier when I became aware of it months ago, this seems to be a clear design oversight and is very easily resolved without any meaningful negative impact to the game. In fact, it will allow a more flexible design space, as abilities like Hypercharge will not disqualify (or strongly discourage) players in certain regions from using certain jobs in higher end content. It opens up a wider range of options for players all over the world.
As an example, imagine if such a design was in a FPS. In CounterStrike or COD, every time you shot a bullet and the server ACKed, you would have to wait before firing the next one based on your ping.
A player on a low ping could fire more bullets per second than on a high ping! Yet anyone who has played a FPS online will say this is not how it works. It would be unfair. It would be unfun. With some effort, a good player can overcome some disadvantages. But it's night and day once you get to experience both.
That's how FFXIV handles inputs today.
-
Agree with everyone here and hope we can get more better connection in the future.
-
As an Australian player with ~140ms ping who saw Yoshida's interview and was surprised by how this issue and playing at higher ping (his words suggested they didnt even consider 120 much?) seemed to be something not on their radar. A lot of people have explained the issue better then me so I'm just here for support.
-
+1
The ping issue is very much real. With ~180ms I feel like most of the time it is not possible to perform the MCH rotation as it seems to be intended by the dev team. And there is a lot of minor issues in the rotations for other jobs as well. Maybe those are not as intended, but still it feels bad to not be able to do those just due to how the animation lock works.
-
+1.
This is an issue that ought to be focused on, especially since there are already third party solutions that could be adopted to first party.
-
I’ve been curious about something and this topic made me wonder if it’s related to it, or whether it is something different. I’ve noticed with swiftcast raising in raids that sometimes the raise doesn’t land despite the swiftcast being used up by it. I was a bit unsure about what had happened the first few times but when my partner didn’t ‘accept’ my raise it confirmed my suspicion it just doesn’t always actually land. Since then I make sure to leave a second between swiftcast and raise and that seems to prevent it from happening. Weaving a regen in between dps sometimes yields the same result (as in no regen despite having cast it) but that’s obviously less problematic. It only seems to affect gcd abilities, I never run into this issue with ogcd ones.
-
-
Without VPN, I can't double weave without clipping.