it needs to be fixed, but it never will. those who are kontent with this are 1:0 players, ffxi players, wite knights and those who hav never experiensed wow. this is uncceptable.
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it needs to be fixed, but it never will. those who are kontent with this are 1:0 players, ffxi players, wite knights and those who hav never experiensed wow. this is uncceptable.
I live in argentina but play in a NA server (I get good latency there, excellent in japanese ones). What I did for titan was learn to predict the puddles. They are very easy to dodge once you do that...
they pop every 22 seconds, so I play with a stopwatch. Well, I used to, eventually you get used to see them coming. After 2-3 attacks he stops for a few [very noticeable] moment. That means puddles are coming.
So just start running and don't stop.
I agree it's huge issue, but instead of bumping your head against it, you could try to work around it and beat it at least while you are playing and it hasn't been fixed.
Ok let's forget about Titan normal mode. I agree with you, if you wipe enough time and that you use your brain, you can figure out and prevent your death as he doesn't do things randomly. Now HM Titan is another story.
But the real problem to me is Demon Wall. The slow and damage hitting me is just terrible and you are stuck in a corridor where no place is safe. I'm a mage so I don't have instant cast, like another person noticed, the spell you interrupt is still considered being cast inside the aoe, the refreshment is better on spell apparently than your position. But moving out and casting another spell right away is extremely hard to do. Unlike you being an archer most of your spell are instant so it will refresh that spell/skill position and by the same time your spot WAY better than I do.
One of the MAJOR issues with this is that his landslide/weight move is telegraphed incorrectly. I had huge problems with this fight, and failed 6+ times on him (CNJ) before I realized that the problem I was having was due to the graphical telegraph being inappropriately synced with the actual register for the hit itself. if you look at the ground when he does it, there is a clear red bar where he's going to do the move. what you may not notice or realize is that there is also a "shadow" (that's what I call it) around the red bar. Not only do you have to clear the bar to not get hit, you also have to clear the full shadow of the move. Once I realized this, I ceased to have any problems with Titan, and I've one-shot him helping FCers who are new to the fight (who end up getting flung off due to getting hit by the thing, and we still pass).
I was having issues because as a healer I'd often need to immediately stop moving as soon as possible and start my cast again to avoid the tank getting his HP too low. As such, I was stopping immediately outside of the telegraphed graphic, which was causing me the issues I had. I don't know if anyone else is finding that this is the core of their trouble, but I thought I'd put this out to folks.
I've had pretty much no trouble dodging HM Titan's puddles. I spent an entire day on the fight before I downed it since casters kept dying to stuff--but personally, I didn't have any problems. In Phase 3, you just anticipate Weights after each Tumult.
HOWEVER, this game IS clunky and there IS a discrepancy between what you see and what the server sees. Ever tried to melee something that's on the move and been told it's out of range even though you're right on top of it? My ping is around 60-70 and it's always been a bitch trying to melee moving targets.
I've never had this problem in ANY other MMO. Rift, GW2, SWTOR, LOTRO, WAR, etc. In other games, what I see is what I get: if I'm on top of something, I'm in melee range; if I stepped out of fire, I didn't get burned.
I seriously hope Yoshi tells us if they're planning on fixing this in his next letter because the fix they implemented for this wasn't enough. It's so clunky it doesn't feel like a AAA title.
You would be right if it were something that truly could be "timed" persay. Right now it's kind of a "general idea of when it's going to happen". You know that he follows this pattern and that it will come "sometime after he does this" but you don't know exactly when. For something that requires such twitch reaction in an MMO it is crazy and unnaceptable imo. This is not an FPS where if you die you respawn and there are no consequences other than you might lose the game and you didn't have to gather people and prepare for it through tons of hard work.
actually demon wall is pretty straightforward, it's always center, side, center, side, repel. You can preemptively stand on the safe lane, or stand just at the border, that way lag won't easily get you. When it comes to the adds popping, you still stick to the same routine, make sure your dps can kill them fast enough (one can LB for instance) after that it's pretty simple.
you can shift + F to focus on the demon wall, this way you can see it cast repel even when you aren't targeting it. It would also be a good idea to level THM to 26 as that grants you swiftcast (instant cast any spell).
No no, it's on HM titan I was talking about. I only ran easy mode for my one story clear lol
Honestly I don't think demon wall has latency problems at al... it's very easy to dodge the lines. Middle, sides, middle, sides, pushback.
For insta-cast you should get swift cast, but usually just save it for raise and such. Slow should be dispelled by your healer.
I've done Demon Wall more times as scholar than as archer. Basically you want to hit a succor before the knockback, and one RIGHT before so it ends casting after being pushed back.
Running into the poison is preferable than getting hit by the bee AOE. Keep one bee on one side, burn the other on the opposite with a DD LB if available.
If damage permits you can ignore the bees and burn the wall down. If your DPS is low, you will run out of MP.
Thanks Dano I will try to do it the way you advice it. And also make THM the right level. If it work, you will remove a big thorn from my butt.
Although I don't think its the right attitude to take, its most likely what will happen, I was fed up of Ifrit and Coincounter in 1.0 and to see the issues are still here is really sad, I have subbed for 180 days, I can only hope that it wasn't a waste of money.
SE don't let me down, at least give us some information on what you plan to do to fix this. (This silence is doing nobody any good)
To clarify, you have to be out of the Red-Zone before it disappears, not before the attack goes off. If you don't make it out of the Red-Zone with around a second to spare, you might as well just stop moving and take your death like a man. Most people seem to think that the Red-Zones are just indicators of where the attack is going to land when the enemy fires it off. It's actually a visual timer. You have to get clear of it before it disappears.
You need a good reaction speed to play this game. It can be very punishing if you don't.
Come on ! you think people don't know you have to be clear of the red marker before it disappears ? what do you take us for ?
Even so that is not the problem as the visual markers don't match up with the cast bars and the servers don't force a character position check before and after the move goes off.
As someone earlier mentioned this would be a good solution, instead of us having to fake a server check by using a skill or facetarget it would make more sense for the server check to be built into every boss/monster action. (but before this happens they need to get those visual cues and cast bars in sync)
the problem is that even if u are out of the red circle , sometimes i still get hit is annoying as hell wiping because even tho u are like 5M away u still get damaged.
Lag is a problem? yeah , but even at 300~ i shouldnt being hited by an aoe that i avoided sucessfully.
the "dont stop running" is a bandaid , sometimes work for u , sometimes AGAINST you , running into a 2-3 puddle zone ....
I'm really curious why not make the AoE damage something client-side. I mean, let the client do all the calculations and send the result to the server. It makes cheating easier, but ends this annoying problem.
Basically, when the client receives information about AoE, the client checks if the player is inside the area or not. When finished, send results to server and the player takes the hit or don't.
PS: Probably unfair for PvP, but just talking about PvE and dungeons here.
the internal server lag is around 500ms, this is ontop of the 0-300ms for the client position update interval and whatever your internet latency is to the server, dont ask how i know this but i do
i doubt it will be fixed without a total redesign of the server systems (wich they said they were doing but didnt)
lol have this problem in most all dungeons....im a good double the distance from the aoe or line red area of death and bam....fall over dead 2-3 times the distance from where it went off from....and its getting REALLLLLLLY old realllllly fast....stopped running stuff and started crafting was pissing me off so much
Nothing affecting actual game results can be client side, or cheating begins immediately. What they probably do need is a bit more leeway in the cast times, they should be a bit longer to compensate for lag issues. Additionally, and I don't know how feasible this is, but having the clients issue a position update more often at least during certain parts of the game like boss fights in dungeons, could help.
I don't know if anyone has mentioned this in this very long thread, but maybe if it's mentioned every page or so someone might read it:
Yes, it seems like even if you move directly out of Weight of the Land as soon as it pops sometimes you get hit anyway (probably latency issue?).
HOWEVER, Titan attacks in set patterns. You should always know when Weight of the Land is about to go off. Just be moving already as it's cast and you will avoid it without problem.
Well there are games where there is no delay.
In these games, if you play with 2 accounts side by side, you wont notice ANY delay in what you see yourself doing and what the other person sees you doing. This is quite contrary to SE, where other people ALWAYS see you with at least 1 second delay.
White Knights will try to blame it on your skill/PC/ISP, or will say this is inevitable with an online game despite the overwhelming proof that they are wrong.
wish we could get a comment on this from anyone at SE... Would be nice to know, are they working on it? Do they consider it an issue? Do they just think we are all bad players?
They have been investigating this issue since 1.0, I'm starting to get the feeling they aren't very good at solving the problem.
To be fair to SE, Yoshi-p DID make a post about this on the BETA forums... He wasn't really saying shit... but he did reply, if that helps.
I've learned not to expect them to fix OR ignore the issue. Either one is a possibility... And either one is anyone's guess at this point
I simply don't get it, all along they've been saying they want FFXIV to have that WoW like fluidity and Yoshi with his heavy MMO background I assumed the first thing he'd do is make it feel responsive.
Unless SE do something this is going to hurt them so badly in the long run, the glossy coat is beginning to wear off and people are starting to see the cracks.
During beta they were literally giving feedback on everything, no matter how small, now release is here and we can't get a response one way or the other on this game breaking oversight.
Oh i'm sure they know what the problem is and how to fix it, they just don't want to stop doing what they have been doing since they created FFXI: Code the game against RMT and Botters. The game goes through WAY too many server side checks on the character which make you lag behind i'm sure. Can see it with gathering and how the UI responds after each gather attempt. WoW did it right and created a client side system that checks for illegal mods or client modification and sends the needed info to the right people to get the bans/legal action going, which doesn't cause your connection to the servers to lag or delay to any noticable level and still catches cheaters. Its in the EULA. This game is going to continue to fail if SE doesn't adopt a client based cheat check and position so people can play comfortably.
I'm in the US and I still have a problem with this. I wonder if JP also has this problem, or maybe they just don't care? Its a pretty big issue and you'd think it would be at the top of their priority list. I don't want these fights nerfed at all, I love a challenging fight. But I want the fight itself to be challenging, I don't want the hard part be the delay.
I'd be so happy if they'd just acknowledge it, let us know what's going on, and if they're working on it. And yea, I know Yoshi said something during Beta. I was pretty excited, I thought it was fixed. Its not as bad as it was during Beta, but its still pretty bad. I'd just like an update. I hate to say it, but if they ignore this I'm afraid the game won't last as long as it should. :(
I found this: ワールド全域(全時間帯)でラグが発生します。
It's one of the more popular threads in the bug reports... but... well just look in there. Tomes of Myth Reset issue beat it out.
In General Discussion, seems the most pressing issues are Duty Finder Queue/issues, repair cost discussion, and brag/random conversation. And the "Get your Questions Answered" thread.
Guessing that they have better delay as servers are in Japan. Or maybe they don't mind.
To be honest, I'm in California, and I can dodge things if I'm paying attention and expecting it. It just bothers me that I'm out of the red, and I still get hit. Just doesn't feel right.
Hi:)
I'm playing in JPDC with Japanese. I'm wondering if NA players have same problem with us so I decide to take a look.
About Titan's AoE and lag problem, yes, sometimes. But it doesn't stop you to beat Titan. I just cleared it for the first time 3 days ago after having a more-than-6-hours fight. I was panic and I thought Titan's attack are random, but after practicing, I learned they have patterns. Remember and read the patterns and you'll have no problem dodging it (the circle AoE, I don't know the name in English). It's for sure damn hard for those who haven't cleared it, but once you did, you'll find it's interesting:) I'd like to do it again and try not to die till the end.
Good luck:)
The attacks aren't random, but with the weight of the earth attack you literally have to move before he even starts the attack to dodge it 100% of the time. I and other people have gotten hot by the punch attack even tho we move right away and clearly dodge it, and you can't predict when that one will aim at you. Not saying you can't dodge when moving after seeing the attack, but the slow position update rate can make you get hit if you do move right when you see it instead of before.
Options:
1- Yoshi doesn't want to fix it
2- Or Yoshi can't fix it
One option means he lied about it being fixed for ARR. The other means he is incompetent, since other directors seem able to hire programmers capable of solving this issue- even on some lesser successful games. Take your pick. :)
PS- I hope he lives up to his promise and fixes it, but with all the time elapsed I think he won't.
Hi Ushio! :) I have read from a lot of people that you need to memorize his pattern so you can be moving before he casts. I haven't gotten that far yet, but Titan (story) isn't the only fight I've had trouble with. Sometimes I wonder if the red circle (or whatever) is just appearing late on my screen, because it seems like if I'm already in it and take a quick look at the casting bar...the move is already like 30% complete. I'm a healer so I'm usually pretty focused on health, but as soon as I see red I'm moving. I've been doing Stone Vigil lately and that last boss, its like if I'm more than a few steps away from the edge of the huge ice area I'm going to get hit. If its my computer, then I'd love to hear some things that can help...like tweaking the graphics or something. I just want to be able to dodge this stuff lol.
Because of how they do the position update starting at the server, to your character, and back to the server (I believe that is how yoshida described it) your position lag is actually the 300ms plus twice your ping. You can seriously see spells being cast by yourself and others much faster than your position gets updated - almost instantly. Then there are lag spikes...
Oh hi Senel, still upset I wouldn't sell you a militia HQ cuirass for 10k! Oh and you said you would bad mouth me on the forums & server for being a greedy bitch not helping you out. Please go bump all my posts and bad mouth me. Love that you used your first post to do it too. I feel so special now... threatening people because they won't sell HQ gear cheap, so precious. :D