Originally Posted by
Shurrikhan
The question that's long been on my mind is whether that initial fixed 200 ms delay was necessary and merely designed around, or part of the intended design itself. Moreover, a "global" shared cooldown itself is not necessary for hiding internal server lag. An "internal" cooldown (also known as "animation lock", when not muddled in term with consequent "movement lock") can do the same. The longer the animation, while still allowing for sequential ability queues, the more ping the game can hide. I would figure that the animation lock or internal cooldown need be no more than one's turn-around ping + whatever calculation time the servers need to create, essentially a "condition received / sequential action ready" check to avoid difference in output over ping. But, I am entirely a layman in this subject, and other MMOs with considerably shorter animations still suffer from output variance even over relatively small ping counts.
Yet another mystery: When I did initial testing after the server change, back in Heavensward, I noticed no difference in output below around 75 ms, even as my ping decreased to ~25 with a VPN active, and could double-weave all but The Forbidden Chakra and Shoulder Tackle on my Monk with a 1.88 GCD. In Stormblood, though, even at a 2.05 GCD, lossless double-weaving has become rare.
Worse, many skills now queue later states prior to their change. Hitting Draw twice (the second hit still over a second before its cooldown refreshes) will now both Draw and consume the card. I have to be incredibly careful to not to spam Forbidden Chakra (which is usually a helpful habit otherwise, given the high packet loss if running without WTFast—I've been testing both with and without) or I'll end up casting Meditate after, despite having not touched the keyboard since the start of the previous GCD-gap.
To conclude: There's no way with the average ms experienced by NA (and likely EU, I'd imagine) players that XIV could currently support gameplay that necessitates low ping. There's a lot that seems questionable about XIV's netcode even if every player were capable of playing it at sub-30 ms. But there's a tremendous amount that can be done to make the game appear and feel more fluid despite that.