Responsiveness of Crystal Tower compared to other content.
Going forward, I hope that the developers continue to use the method of damage calculation in regards to indicated abilities that is used in Crystal Tower.
What do I mean?
Bosses in Crystal Tower seem to have a much tighter netcode compared to the primals and other 2.0 bosses. Yes, EM primals are technically 2.1 content, but I would have a hard time believing that they didn't re-use code from the HMs. What am I getting at with this? Whereas Primals and other 2.0 content have the damage done tied to the cast bar, it feels as if Crystal Tower has the damage tied to the animations, and rightly so. Retrospectively, it may have nothing to do with the netcode at all and more to do with when they decide the abilities will deal damage: at the end of the cast bar or during the animation itself.
Some Examples
King Behemoth: Damage is tied to the point of impact, or perhaps even slightly after. The cast bar ends and the meteor begins to fall. Being so used to 2.0 encounters, I ran out of behind the comet AFTER the cast bar had finished but was still killed due to not waiting for the actual meteor to make impact. This is fantastic. Not the dying part, but seeing the damage actually rely on what's going on in the fight and not the cast bar alone.
Acheron: While I have no specific examples, he too seems to obey this animation tied damage that makes the encounter feel as smooth as it does.
In Conclusion
I created this thread due to a conversation with a friend who pointed this out to me after I had already experienced it. Are we imagining things or is there some merit to our discussion? Has SE finally realized how much smoother tying damage to the animations rather than the cast bars is? What do you all think?