I had this issue before I got an SSD. Once I upgraded, load times increased by quite a bit and it was no longer an issue for me.
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Not sure about you, but if people in this game can just run by and spam spells and weaponskills without having to stop moving im going to lose my fucking mind. This is a Final Fantasy game, this isn't Quake or some FPS. Please give me real believable animations, this is 2013! I don't want some cheap fucking game!
Solution: Make the animation END when you move (you're supposed to stop casting when you move, so why the hell not make the animation stop?)
Also, no animation lock never made me stop and think instead of during Ifrit, at which point worrying about getting trapped in animation lock and hit by cracks only served to get people needlessly killed.
I never had a problem with Animation Lock since it was a gameplay mechanic, no arguing around that. The problem with it reared it's head when SE decided to change boss encounters. There were no complaints over the locks, least not widespread with the original 5 NMs we had, since those mobs followed the tank and spank route of XI. It was only during Ifrit that this came about and alot of the hatred for animation locks came from actually having to adjust your skill use to counter what the boss was doing as opposed to just spamming away as was the norm prior. Using a skill meant that you were locked not only for the duration of the skill but also were in a different spot server wise which lead to multiple deaths. The unbearable at times lag of 1.0 just exasperated this issue.
Like someone mentioned earlier, Tera has animation locks but it isn't an issue for 3 main reasons. Not everything has animation locks so you could buff on the go or bind on the go for example so it has smart uses of when to lock and when not to lock. Animation length is also not extremely long and while there are a few long animations, those animations could be shorten by using another skill prior to it. Animations themselves can also be canceled by dodging or blocking out of it. You still have to commit when you use a skill but the due to low root times and being able to dodge out of it (there is still a CD on dodge so you had to be mindful), it became a non-issue for PvE and PvP.
All in all, I have no problems with animation locks (I do play lots of Street Fighter >.> ) as long as it's done smartly and within the context of the game.
Characters shouldn't be locked during battle at any time, and especially in a game that aims at having any kind of real pvp. Anyone that has pvp'd past ballista in any MMO knows that being locked in place equals a swift death.
This would be far worse in my opinion, footwork is one of the most important parts of the martial arts and I would cringe every time I saw someone use a skill while running if they did that. Then you have to consider how they would make a skill like dragon kick work where you're in the air for a good portion of the skill. You'd either have to lock them down, make them do the slidey floaty thing, or not make animations where your feet leave the ground. I'd much rather have the animation lock, or even the slide if it meant I got to have badass skills like dragon kick.
I think too many people here just have bad memories of animation lock in Ifrit, as a gameplay mechanic (and it is a gameplay mechanic, don't even try to argue that crap) animation lock can work very well. Especially in pvp. The issue with it in pvp for ffxiv woud be that it's not an action/fighting game so we couldn't rely on a hitstun effect to keep them in place while we used a skill. Even still though, animation lock could be added and worked around in pvp if they gave classes the right skills, in pvp the focus would be on locking down the enemy with a short hard cc effect at the right time then bursting and retreating before they could make any significant counter attack. Pvp would be about timing cc and winning trades. It's not that animation lock can't work in pvp or games where mobility is important (It's worked in countless games before, and in games where mobility was far more important and mistimed skills were punished much harder) they just chose to go a different route.
I don't hate the lack of animation lock, but skills made from this point onwards are likely to look rather lackluster.
Animation blending > animation lock.
Animation lock = stupid.
ON ALL POINTS.
Playing a game with a forced lag.. lol -_-;
It's not forced lag, it's you committing to a skill and getting punished for it if you choose incorrectly. The problem with it in 1.0 was that you essentially locked yourself in position for a long time due to animation length + combo length. All they needed to do was add something that allows you to cancel the current animation should you need to, but on a cooldown, so you can choose whether to continue your skill for damage or move out for survival.