i use tcpveiw from microsoft to find the ip the game is connected to
199.91.189.43 is the ip im connecting to to be on excalibur from there i ping 199.91.189.43 -t on a command line
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Cool thanks. :)
http://www.humanbenchmark.com/tests/reactiontime/
My average best is 250ms, getting slow in my old age clearly.
seems my in game ping is ~340-350 according to the resource monitor, so.. what's that really, 5-600ms with this server delay thingy? Pretty sure I got better on dial-up when I played EQ.
Total Tries: 5
Average: 209.8
And I'm still not fast enough for this game - playing with 250ms ping time :(
You have to be clear of AoE's by:
your ping time + 300ms (worst case) + 500ms server lag
So you need to be clear before the enemy cast bar completes by just under one second. If your ping time is around 30ms then it drops to around 800ms.
Sorry for the long post but I wanted to quote Yoshi's post from the beta forums and those forums are gone.
Today's reality is that your ability to beat content is hugely dependent on:Quote:
The Business Challenge of an MMO
With each passing year, it becomes increasingly difficult to release a large-scale MMO. The rush following Ultima Online and Everquest reached its peak with Blizzard's World of Warcraft. That's not to say WoW started off without criticism. When it first released, there were many complaints about the simplicity of quests, that there was a lack of adventure. There two factions were poorly balanced in PvP, and general impressions would lead one to believe the game was no fun. Looking at WoW now, it's almost unimaginable.
However, instead of giving up, Blizzard switched their plans to be more user/community-centric from their second year of operation on, and became dominant by increasing the new MMORPG users through supplementation of thick scenarios, quest lines, and end-game content. WoW didn’t become what it is today by acquiring all of the existing MMORPG players at the time, they became what they are today as the result of breaking into new territory and as a result of that secured all of the existing MMORPG players.
Instead of choosing sides, they persisted and made it attractive to both groups, and began expanding with a focus on Blizzard fans. While the scale is slightly different, FFXI was more than likely in the same boat 11 years ago. Blizzard has been quoted saying that “MMORPGs are a service industry.” This was a tremendous shock to Blizzard fans at that time when Blizzard who possesses such great confidence in their game design said this.
Moving forward to 2013, their user numbers are continuing to fall; however, World of Warcraft reigning as the absolute king of the MMORPG industry has not changed. We arrived to where we are currently with the MMORPG rush during 2007 as well as the additional large scale rush of last year.
There are 3 main difficulties for launching an MMO.
Content volume
High-quality user interface
New and unique elements
To overcome these 3 difficulties and launch a game is by no means an easy matter. Amongst the large number of MMORPGs that are trying to launch, there are many cases where their content volume is compared to other MMORPGs who have been running for a long time, and end up suffering immensely. Additionally, the impressions of the beginning of the game between the gamer and the new MMORPG player that I mentioned before are as different as night and day. With this, it’s uniqueness that largely increases the difficulty.
I want to target MMORPG gamers as much as possible
I want to acquire as many new players as possible
Recent MMORPGs are beginning to shift to a more action based game; however, I personally feel that this is one element that acts as a reverse effect for MMORPGs that are striving to operate for a long time with a subscription-based model (This is separate from cases where you are shortening the lifecycle for a single MMORPG user. In that case it is correct.). As I mentioned previously, the road blocks on the way to getting used to an MMORPG are too high and adding action elements into the mix, while definitely exciting, makes it extremely difficult for the common player to repeat these battles everyday for hundreds of hours.
Furthermore, it becomes difficult to churn out battle content from a balance perspective, and as a result content volume is affected. Due to this, a more fitting business model would be the free-to-play model which allows for retention of the game through low estimations of total play time, a higher churn rate of new players, and the average spending per customer (also known as microtransactions).
As a numbered title in the FINAL FANTASY series, we are striving to make FINAL FANTASY XIV: A Realm Reborn a game that operates steadily for a long time, and one where we provide a steady flow of updates and content to you all. With that said, when we made the decision to build A Realm Reborn from the ground up while working on updates for 1.0, the first thing we decided was to eliminate action elements as best as possible.
With the advent of stronger internet connections, recent MMORPGs have come to be able to have defensive and evasive skills similar to offline stand alone games. Despite this, I feel that this does not fit with our customers who play FINAL FANTASY online, and I would like to have everyone play this game steadily for as long of a time as possible, which is why we’ve eliminated action elements to the best of our ability.
With these goals in mind we have built the content and the battle system.
Visually noticeable AoE attacks that you can avoid by moving
A system where you can boost damage by attacking from certain positions
Freedom to put things together by executing skills that follow a specific route
Being able to fixate on dealing the most damage while giving consideration to TP/MP costs in the end-game.
Jump not being essential for clearing content
While it might be thought of as simplistic, the end-game after reaching the level cap is where a good deal of player skill differences will start to appear, especially when adding equipment into the mix. We started designing this game by making the first goal of FINAL FANTASY XIV: A Realm Reborn having everyone enjoy this aspect.
This is the reason why there are no action elements in FFXIV content and battle. While I’m repeating myself, just like FFXI was trying to show FINAL FANTASY users the excitement of MMORPGs at that time, we would like to show players of the current time period the excitement of MMORPGs once again through FFXIV. Showing that it’s possible to play and enjoy it by spending time, without rushing, at their own pace.
A fetch-quest game vs. a game with clear purpose
Now then, FINAL FANTASY XIV: A Realm Reborn has adopted the quest form game design that was established by World of Warcraft. However, even since the old days of RPGs there have been small stories from towns that when cleared lead into larger stories, and this isn’t just related to WoW.
On the other hand, the world of an MMORPG is vast and is not like a regular game where you simply pass through and move on. As there are multiple classes and jobs, having players adventure through the entire world would result in a gigantic number of quests. Of course there are people who don’t want to read quest text and want to be able to finish them with a single click, so after WoW there have been many discussions on this topic.
However, without a pile of quests, it’s not possible to have players learn about the world, and there are ton of benefits for having these so users can play the game with a sense of progression.
In order to make it so FINAL FANTASY XIV: A Realm Reborn does not just become a fetch quest game we decided to add some variety and flavor. Of course, we’ve created a really large story since this is a new FINAL FANTASY title after all. However, for the so-called side-quests that have been spread along the main questing line, we’ve done our best to reduce the text, making it so the text can be skipped by spamming through it. For quests where major characters appear, we’ve made this clear by adding a special icon, and also spruced them up to make them exciting by adding voices and cutscenes. While we did not add voices to class and job quests, we still made them with the same thought process.
When it comes to hardcore MMORPG players like myself, it’s all about skipping text by spamming the mouse left-click to get to upper ranks of leveling and content. However, this is something that is sure to be fresh and new for the MMORPG newcomer, and we’d like to see gaps form between peoples’ various images of MMORPGs in a positive way, such as “whoa, there are a huge amount of quests,” “Just when I thought I was done there is another one,” and “Isn’t an MMO something you play with parties?”
The game design will largely change after the level 15 instanced battle quest. All of you adventurers will then begin taking on dungeons with parties throughout the main storyline so that you can meet new allies.
While I understand that there are some of you who feel that it would be better if you could clear everything by yourself, from an MMORPG business perspective, there is a necessity to make it so a large amount of players continue to play for a long time. Because of this, it’s critical that players interact with each other and build a strong community. This is why we have implemented party content in the main quest line and removed the stress of forming parties with the Duty Finder which automatically matches players.
Of course the real loss is if people get tired of the game on the way to level 15, but as I have written, I feel that it’s critical to make the beginning of an MMORPG one such that anyone can progress, and in the case that there are people that drop out or are not satisfied with the development of the game ahead, I feel this is fine as everyone has their own preferences. To some degree, the ideal for the beginning of the game is to get through it as fast as you can and moving on.
Other MMORPGs have a guild system you can set up after starting the game and playing for two hours. In FFXIV: ARR, we have Free Companies, but this can only be created after joining a Grand Company, which is different from other MMORPGs. Especially for those players who are new to MMORPGs, explaining guilds is difficult. The beginning of the game contains too many things to remember and if we had Free Company invitations added to the mix people would be completely lost. However, for those players who wish to form a Free Company right away, you can speed through the beginning and reach that point before you know it. We would like all kinds of players to succeed in this game, so while it might be somewhat of a nuisance for the advanced players, this was designed like this intentionally.
FFXIV: ARR Party Content Design
We’ve put in a considerable amount of work to add as much of the playable scenario as possible for launch. We’d like both MMORPG players and those new to MMORPGs to play the game comfortably while enjoying the newest story in the FINAL FANTASY series.
As I have already mentioned, the party dungeons that will start from level 15 will not require you to worry about finding parties as we have prepared a feature known as the Duty Finder which will automatically form parties (During the third test of Beta Test phase 3 we will be performing Duty Finder stress tests.). With that said, the only things you really need to worry about are leveling up to level 50 and dungeon difficulty.
The difficulty for the 2 dungeons from level 15 has been set you can get excited about your victory and not worry about wiping with the first party of players you meet. With the third dungeon there will be some special mechanics, and for primal battles within the scenario that take place after that, you’ll come to learn that for large boss battles you’ll need a solid strategy to win.
For the Legacy members who have done the end-game content up until the end of 1.0, as well as for players who are familiar with other MMORPGs, the content that you encounter while leveling up to the cap will be a walk in the park. However, the most important point here is that you can have fun and clear content as players with different levels of knowledge will be matched and grouped by the Duty Finder.
The difficulty will increase as the story progresses. Likewise, you role as a particular class will become clearer as you learn weapon skills, magic, and abilities, and the number of times you wipe will gradually increase in the event that you do not properly formulate a battle plan that involves the skilled use of abilities and attack positioning.
We’ve paid extremely close attention to the design of this content so that the balance and difficulty increases, the clear need for strategies to clear content, and the need for equipment can be easily understood. Similarly, this is also the biggest reason why we’ve also made the battle system foundation as simple as possible. The MMORPG battle system and the battle content design are one and the same.
Additionally, once you start getting into crafting and gathering, the game will become even more in-depth and a ton of content you can do each day will be introduced. We’d like you to enjoy the world of Eorzea relaxed in your own style and at your own pace.
Once the main scenario reaches its first major milestone, I believe the meaning behind the opening will become clear.
Doing the quests and reading the story text without leveling another class, continuing to play straight through for 60-80 hours you can see the world’s longest list of credits, and even after that continue to adventure through Eorzea. There will begin to be a difference in player skills as large enemies appear and players gather equipment to combat these foes. There are a ton of plans in store: primals that are summoned in to Eorzea, the housing system, what happened to Bahamut, the Crystal Tower, large scale PvP, company crafting, and more. The feeling that you are living in Eorzea will really take place after the “ending.”
It’s at this point in time where you will start to need multiple level 50 classes and jobs, battle strategies, efficient usage of skills, and intense analysis from players passionate about research. This is why the early stages of the game and the core battle system have been simplified. The much discussed length of GCD is because you have time to think at the moment, yet once you reach end-game, that free time will be all but gone as what you need to do will increase, so with that said we do not plan on eliminating this.
In closing
I still have so much I could write, but eventually it would just turn into a book…
I apologize for making this so long, but FFXIV: ARR is a game that we have designed with these core concepts in mind. While it may seem a huge list of reasoning, once you start playing, this reasoning could matter less, so though I am yet again repeating myself, we are placing the utmost importance on making sure everyone enjoys the game.
The development team has been checking Twitter, Facebook, blogs, and other sites in addition to the forums to get a wide view of impressions of Beta Test phase 3. Also, please know that we are not making decisions solely based on the number of “Likes” a post has on the forum. There are a lot of differing opinions on the forums and it’s the important work of the operations team to read this data objectively and collect it so there is no bias, reporting it as a ratio of those who post from the total player population.
As long as there are likes and dislikes for games, there will always be conflicting opinions. There are a lot of cases where if we decide to adopt A, then adopting B becomes impossible, so in order to prevent missteps when making decisions, we think about your feedback extremely carefully.
In the Player Feedback Status List that we released the other day, there were items that we addressed as well as those that we did not along with a clear explanation. Since MMORPGs are a service industry, I feel that all of these discussions are extremely important for MMORPG operation, so instead of only “they did this,” “they are not doing that,” “I think this,” “I think it should be this way,” it’s my sincere wish that everyone takes a step back a bit and have fun talking about the game.
Before posting, I’d like to ask you to please check to make sure that your post won’t have a negative effect on those around you. Up until now Square Enix has been a pretty closed off company, so I’m sure there are some players who really want to state their demands. Of course we will listen to them sincerely, but please base them all on having fun first and foremost.
I’m repeating myself, but there is no need for players who are experiencing MMORPGs for the first time to overthink this. We’ve made it so you can have fun and reach your goal by preparing a ton of exciting and fun cutscenes and making balance adjustments as we go.
We actually tried testing out early battles where the maximum TP was lowered so you would have to really pay more attention to it. However, it was tiring to repeat that kind of battle over and over on random fodder monsters. With 1 on 1 battles, your efficiency in avoiding enemy skills improves around level 5, and you learn that only attacking enemies from the front in instanced quest battles will result in death.
I definitely understand spicing things up, and that’s why it has to be just right. However, as I stated previously, the beginning of an MMORPG is not only focused on battle. There is a world, people, time passes in real-time, battles, crafting, gathering, chatting, and creating your ideal characters.
In order to have you all enjoy the world, we’ve prepared the battles at the beginning of the game to be just the first step before shifting into the more difficult aspects (We plan on reducing the difficulty for the level 15 instanced battle quest a little bit more.). If you don’t think this shift was done very well, then that is my fault.
In Beta Test phase 3 the level cap has been set to level 35, and the difficulty for the Brayflox dungeon has been set slightly harder than the official release version. For those who are dying for a challenging dungeon, please give it a shot!
In order to satisfy all kinds of players, we have our goals set very high, but we will continue to work as hard as possible, and would love for you all to stay with us for many years to come![
a) your ping time to the servers
b) your reaction speed
This is the exact opposite of the way ARR was supposed to be, according to Yoshi.
Hmm, and those times don't really take into account travel time either from the centre of an AOE to a safe place. For me, unless I'm misunderstanding it, it's about a 1.4 seconds dedicated to reaction time, lag and server comms, on a 2 second cast aoe that doesn't leave much travel time to get to safety.
I just came in here to laugh at all the people going "You can beat it by memorizing each and every ability the boss is going to do, rather than reacting to what's happening on-screen like a normal human."
Certainly when you learn a fight, memorizing things is important, but when you have to go purely by memory because the tells are so delayed by the server infrastructure, you've got some massive issues. And going "These issues don't affect me," is not only akin to saying "It must be something on your end, I've smoked for 25 years and my lungs are fine." but it's a complete and total lie.
(cont)
(continued)
1. You are affected by this. Show me a video of you exiting an AOE at the precise moment the spell ends. Show me you don't have the 0.3 second delay the server has. I can show you a video of me moving out of anything in at least 3 other MMOs where I'm out the SECOND the ability ends. No one will post this video, because everyone is full of bullshit and doesn't understand how this game's servers currently work and also live in a fantasy land and if you don't notice it you're probably not as pro as you think.
2. Get your lips off Square's rear-end. We need this to be fixed to make the game better. Dumbass defense-force teams do nothing but delay proper change and improvement to games. You're working against your own quality-of-life improvements in this game, you imbeciles.
The reason it happens is because the XYZ coordinates are processed server side. So your in an AOE, you move out of it just in time, but the server processing the aoe thinks your still in it because it hasn't received the signal from the client yet that you moved out of it. So on your screen your clearly out of it but the server sees you in it thus you get hit with it even though you are out of it. The only way they can fix it is if they let the client tell the server whether it was in AOE or not and this would open the door to all kinds of hacks.
In my opinion, i'd rather deal with a community of hackers than not be able to dodge the aoe, or to have to deal with a raid of people that can't dodge the aoe.
It's also largely part to their decsision to run everyone on a server in montreal. They should have east coast servers, central servers, canadian servers, southern servers, and then another rack of servers in the EU. I've never seen anyone other than SE try to run all their servers in one location.
The best thing I can tell people they can use to cope with this is to run "Leatric Latency Fix" on their PC (sorry ps3 people), it will reduce your latency by up to 50% by disabling nagle's algorithm. On top of that you can get a DSL line which have faster pings than cable and fiber because their not shared to your ISP (you got direct to the isp). In my experience a dsl line is 80% better ping than cable, e.g. cable Im 130ms or so, dsl 35 ms. Also run wired, not on wifi and have no more than 1 internal hop (e.g. one router > modem, not switch on router on modem etc)
Man I love the threads of bad players blaming lag on their deaths for titan HM. Even if it was lag (which 90% of the cases it isn't), that fight is so ridiculously easy and predictable that anyone with half a brain can do it. Here's a tip, watch the HM fights on Youtube, grab a pen and paper, and write down every single move he does in the order it appears. That will never change. Congrats, you learned how to anticipate Titan's Weight of the Land before it even starts!
Edit:
Here I'll do half of the work for you~
[After Heart Phase]
Turmult
Weight of the Land
Bombs
Landslide
Weight of the Land
Landslide
Repeat~
(I don't include Mountain buster because that's only something the tank needs to worry about)
After his heart breaks he'll open up with Turmult, if your SCH hasn't gone full retard he'll have dropped Sacred Soil to mitigate the stomp damage. Immediately after stomps finish, begin running away from titan because he's about to pop Weight of the Land on the clustered bodies that were attacking him mid stomp.
Landslide and Bombs are self explanatory and I really shouldn't need to explain any further, if you get hit by those, just go save up 700k and buy yourself the win.
After the second landslide have your SCH ready to drop Sacred Soil and repeat.
Great, you beat HM Titan. So did I, with a PUG no less, while the servers were doing their insane lagging earlier and people were having 5+ seconds of random freezing. We didn't pretend the lag didn't exist, though, like you're doing, because we're not children defending their favorite toy.
Quit deflecting the core-level problem of the server only checking your location every .3 seconds. (Which means with a ping of ZERO, you still have a minimum effective ping of 300.)
Show me a video of you dodging a move just as it finishes. No moving early, you moving right at the last second, you, in all honesty, moving out before the move finishes, but juuuuust before, as the bar is 95-99% full.
You won't, because you can't, because it's impossible, because your base ping is 300+ping-to-server.
That is not good. No matter how you deflect it, no matter how many times you call people scrubs, no matter how inflated your childlike ego is.
I thought about explaining this to you, but then I realized that it's already been covered dozens of times already here. If you don't understand it now, then you are probably not capable of understanding it.
Fortunately the developers understand it: http://forum.square-enix.com/ffxiv/t...s-everybody%29
I can predict the attacks just fine and win fights and my reaction time is faster than average, you can test yours here:
http://www.humanbenchmark.com/tests/reactiontime/
Here's my results:
Total Tries: 5
Average: 209.8
Here is a simple exercise for you:
Yoshi during the beta said this:
You said:Quote:
Visually noticeable AoE attacks that you can avoid by moving
Can you spot the difference?
Same quote as the guy on top. Get lost. Read Yoshi's post about the issue. If you can't read that it's REAL and not FAKE, then buy new pair of glasses. Don't open a topic if you don't feel part of it or if you don't have knowledge on what's going on. If Square said there is an issue and if players are affected by it. What are you arguing about? That white is black no more no less.
Tried this and it works!
"There is a simple way to make sure this doesn't happen. You need to cast a spell once you've left the AOE's area and the sever will register your new position. The moment you leave the area start casting and you will never be hit."
On both of the video link at the first post, you have to look at the titan cast bar. I think it is a bad design on SE part, but many old players know this that the game graphic show slower than what it acknowledge into the server. Above the titan 's HP, you see the skill cast bar right? if you avoid it before the cast bar reach its end point, then you dodge it. If you are still there when the cast time end, then you gonna get hit regardless of what you see in the animation graphic which take whole 1-2 sec slower.
I agree that it is bad mechanic design on SE part. However, it is not hard to avoid it. You just have to predict it coming and be ready to dodge as soon as it pop up. In both video, you standing there about 0.5-1 sec before you start moving. It is too slow to the reaction time that this mechanic give us.
I made a thread again demanding an answer to all these issues with all the threads of the same type compiled in it:
http://forum.square-enix.com/ffxiv/t...ific-answer%29
If it gets deleted for not having a format or whatever I'll remake it in the general forum.
I'm sorry but while it is true that the ground graphic is out of sync, using the cast bar does not solve the problem.
I'll try to find some video's on youtube.
Heres a good one: http://www.youtube.com/watch?v=3leMnErroL0
At 1:15 you can see he is out of the AoE at cast bar 60% and still gets hit by the AoE.
Heres one: http://www.youtube.com/watch?v=moRY8M5T1pE
At 0:22 he clears the AoE with the landslide cast bar at 95%
At 0:23 he is hit by burst for 3394
At 0:24 he is hit by landslide for 2634
To the OP: could you add the lin to the first video please - it clearly shows the problems.
edit: a third video http://www.youtube.com/watch?v=QsHuXAl-bOY
At 6:22 - player leaves aoe at 75% landslide cast bar and still gets knocked off
Nobody is asking for the fight to be made easier,,,,, where do you people learn to read ?
We asking they fix the latency issues on their servers.
This isn't just about Titan its about other fights and future content as well.
Problem with this is that it actually makes the game easier, If SE just fixed their internal latency issues or updated the character positions every 30ms in hardmode content there wouldn't be an issue.
http://www.youtube.com/watch?v=zFfu0i89gpI
In this link the guy moves rather late. You should be premoving on ripples and know when its coming and you will won't get hit.
I'll take you as an example to turn down your attempt to show how great of a good player you are:
By saying what you say, you're giving us proof of how BAD of a player you are if you can't notice the server lag, maybe you should just...play better? >.>;
Another attempt to make the slow people like you realise the issue: I doubt anyone (other than people with long-as-hell occasional delays, such as 2-3 seconds) will have issues dodging stuff if they move IMMEDIATELY (yes, you are not the only god in this game, sorry to burst your little bubble!); the problem remains in MANY other areas, and just think about PVPing like this.
The guy moves late, but they guy moves CORRECTLY. Yes, this can be overcome by moving earlier, but the game is broken. And as I stated, THIS IS NOT THE ONLY ISSUE.
Many people have beaten Titan, probably this guy in the video as well. Get it into your heads, people is not playing bad, and you're not omgtop0.1%players, there's an serious underlying issue in the server, so stop trying to defend your e-pen in the forums with stupid comments.
http://www.youtube.com/watch?v=3leMnErroL0 this video sums it all up.
For me it's a bit better but not much, this is aside from the 2-3 second freezes.
What bothers me is that there are a lot of topics about latency/lag/freezes and people being unhappy about this matter.
This started in beta where SE decided to lock the topic since 'we know'.
Even now they silence a lot of them and don't respond much.
When the server has so much problems as they have now it takes a bit more than ' bug accepted'.
You expect people to sub while the game is just unplayable.
That aside everything technical seems to be a problem from sending codes/fixing servers/billing/customer support/coding.
It's just ridiculous but in the end the only thing that surprises me is that I'm surprised.
I tend to avoid Asion mmo's because they tend to be utterly trash one way or the other.
Usually servers/customer support/bots and RMT are sticking out like a sore thump.
This one is no different.
If we do not have the OneHit mechanic, people would care less about latency.
What is bugging me most since 1.x is that they dont simply increase the cast time of Enemy Abilities? Sure, just a temporary fix, but still makes it possible to avoid for most players.
We have multiple threads, and just on this one there are 35 pages of responses...yet there is no official response. Gotta love that.
Here is another video showing the cast bar: http://www.youtube.com/watch?v=QsHuXAl-bOY
At 6:21 landslide cast begins
At 6:22 player leaves aoe with cast bar at 75%
At 6:24 player is hit by landslide and knocked off
This video is one of the clearest demonstrations of the lag problem affecting AoE's that I've seen. Usually video's show it from a healer's PoV which does not show the cast bar.
Well in beta we got it to almost 2000 likes and hunderds of pages until we had response from Yoshi. To be fair some forum moderator responded a bit earlier (1000-1500 likes) letting us now that the "devs are aware, they are looking into it and will respond shortly". But it seems that was all they were capable of, looked into it and realized "we can't fix this/too expensive to fix".
The point of this thread imo is that if you move out of the red it shouldn't matter when you did it. If you are out of the attack you should not get hit, even if it was the last 50 milliseconds. THat's where people are complaining about the way it's designed and how latency affects it. I'm not saying I can't do this or that, just that the latency issue exists where you get it by it even though you are clearly not in it, I saw it on chimera, I saw it on hydra, I see it in AK on the first/second/third boss, I've seen it in every piece of content I've done.
So like others have stated I just move before it even happens my predicting it, which isn't always possible as some fights randomly cast stuff.
The red seriously needs to be synced with the cast bar for a true indicator. Because of the server lag, it doesn't even show until the cast is already 1/4 or more completed.
Pretty much this. I certainly don't mind L2P comments, but what I can't understand them in the context of videos like this. I guess I'm just mystified by "the problem is you, not SqEx" when there's a mountain of evidence that it's actually the reverse. Trolls will be trolls, perhaps?
Whether he moves late is not the point. The point is that he successfully moved out of the AoE before the cast ended, but still got hit. If you could show me how he was still standing inside the area when it went off, I'd say you were entirely right. But you can't, can you. All you can say is "yes, he was outside the area of effect before the effect went off, but still got hit." Basically, you're advocating working around a problem with the game. OK, fair enough. There's a lot to be said for that. Sort of a "If you can't work around the Titan issues, don't queue for Titan." Heck, I agree with you. On the other hand, w're advocating fixing the problem. I wonder why you appear to be against this? Surely you must be of the mind "work around this issue, but I agree they need to fix it"?
Personally, I've cancelled my sub. This is a great game, but I'm tired of having to anticipate everything before I even see the cast. I did this in my hardcore days of raiding, but now I work, have a family, and just play MMOs for fun. I'll stick with WoW HM raids and Challenge Modes until SqEx fixes this. Sad too, because WoW is really getting old and FFXIV:ARR has been a blast everywhere except endgame content.
same boat
bump
SE please give us a response, love the game want to play it a long time, along with my wife, but we want to know if we are wasting our time in believing in you.
I have never been hit by an AoE that I didn't know I was going to get hit by. The second video you can watch him loiter in the circle. If you honestly don't think he was going to get hit I don't know what to tell you.