Machinist latency issues need recognition akin to Ninja
First, I'd like to apologize for the harsh words in some of my recent posts. The live letter made me reflect on them and I feel bad because I love many things about Shadowbringers and the developers have done an outstanding job in many areas. The words were made at the advent of yet another patch where well documented problems remained unfixed with Machinist with the added pressure of preparing for the week of savage raiding as well as updating job resources for the class.
Since the problems Ninjas have with their mudras being affected by latency were acknowledged, I'd like to elaborate just why I'm so incredibly frustrated with the inaction regarding Machinist.
I've been the main theorycrafter and mentor for the class on the Balance Discord for almost two years now, since early Stormblood. In my role, I answer a lot of questions and talk to a lot of people who have problems understanding the class, their rotation or general knowledge of the game.
During Stormblood, the most common topics regarding the difficulties with the class were:"How much ping do I need to play this class?"
"My ping is too high, what can I do? Do I need to find another class?"
"Can you make a rotation for high ping people?"
"How much damage am I losing because of my latency?"
Endless questions of all variations about ping problems and they still get asked daily. The answer is often disappointing. The only solutions we have are using VPNs, accepting the sub-optimal performance or simply choosing another class to play.
Along with a handful of other people we documented these problems at length and came up with various suggestion for them well over a year ago at this point, here for example. Here’s another post summarizing issues, not only related to latency. The effect of all the combined issues was that Machinist was one of the least played classes for the whole expansion. Despite our best efforts, none of the feedback was recognized in anyway.
Now, we've seen some of the suggestion being used in Shadowbringers, but not for Machinist and not to fix the core latency problems. Dancers got their fast ogcd free dance phases. This was one of the suggestion in the above thread (Reduce the required ogcd weaving during Rapid Fire). Why wasn't this used for Machinist? Another suggestion we see being used is the charge system, also suggested in the thread well over a year ago (Make Overheat and/or Wildfire work based on gcd count instead of timer). Instead of using the charge system to give Heat Blast and Wildfire charges and preserving the old reload animations of guns with some kind of ammo setup, the system was used for Gauss Round and Ricochet which only made the core latency problems worse because of the increased need to weave ogcds. To make matters worse, the amount of 1.5s gcds was more than tripled at the same time.
To developers' credit, some suggestions were implemented: Hypercharge and Wildfire windows are more lenient duration wise and Wildfire got a long-requested detonator function to make sure the ability isn't entirely wasted due to encounter design. In fact, a lot of the other issues people had with the class have been changed or fixed and that shows in the surge of popularity. The rotation is easier to understand for someone just picking up the class and the overall dps disparity within the class has shrunk considerably. However, I feel like these things are overshadowing the latency problems that have plagued Machinist for over 2 years now.
When the media tour build was revealed I was immediately horrified by new design because it went flat in the face of all the feedback about latency we had provided. I predicted the effects of the changes here, missing the mark with nightmare of 6 GCD Hypercharges, but pretty much being correct about everything else. The suggestions in the thread would go a long way in providing a temporary band-aid for the problems and they’re explained in depth in this post. These worries are not just my own as shown by the over 700 upvotes on reddit and over a 100 on the official forums.
From what I've talked with high latency players and having played the class myself now up to the point of clearing all the new savage raids with it, I can say with confidence that the latency problems have not been fixed. In fact, they’re worse for a lot of people. Personally, I have decent ping around 40-60 ms but I can still suffer from randomly worse duty instances where actions go off much slower and cause gcd clipping during Hypercharge. With such disparity in server and instance performance, I don’t feel like super tight gcds and ogcd weaving are justified as a core class mechanic.
The game used to be designed to be playable with no discernable difference up to 200 ms as the following quote from Yoshi-P a few years back proves:
Quote:
Originally Posted by
Naoki_Yoshida
FINAL FANTASY XIV was designed to be played in an environment featuring ping times of 200 – 220 milliseconds or less. Even if players experience an increase in ping times due to the data center relocation, as long as their times remain below 200 ms, then they may rest easy, for there should be no discernable difference in gameplay.
However, the difference in Machinist gameplay is like night and day when above 50 ms. The problems can somewhat be worked around, up to roughly 100 ms latency at least, but after that the gameplay becomes a nightmare. It’s literally impossible to weave any ogcds within Hypercharges without at least some clipping occurring when latency gets closer to 200 ms. At worst it results in being pushed out of raid buff windows, lost gcds, lost Heat Blasts, overcapped Gauss Round and Ricochet charges or lost Wildfire potency. Aside from the dps losses, and perhaps most importantly, it feels bad! Constantly being stopped and stuttered by latency feels awful. Comparing Hypercharge to Dancer’s Standard and Technical Steps is a world of difference in smoothness and gameplay enjoyment. I can’t understand why similar technology wasn’t used to alleviate Machinist problems.
Ninja's mudra problems were finally acknowledged but I'd like to firmly emphasize, with kind words, that Ninja is not the only class suffering from latency problems. Please give some recognition for Machinist as well for the latency issues the class has been suffering from for two years. The technology for solutions obviously exists with the new gcd actions, dance steps, animation changes and the charge system. Please, just do something to make the Hypercharge, Heat Blast, Gauss Round and Ricochet interactions smoother!
Thank you for your time and many thanks to the developers for the efforts in providing an ever better player experience!
Suggestions for improvements
To avoid ranting without improvement suggestions, I thought I'd go over the suggestions that were compiled in the pre-release media tour reaction thread.
Analyzing the problem
First let's examine the problem and its components- Heat Blast has a 1.5 second gcd
- Heat Blast reduces Gauss Round and Ricochet cooldowns enough that weaving between Heat Blasts is mandatory
- Between each gcd and ogcd action there's an estimated 0.70s animation lock + increased delay from latency
To reiterate: Weaving between Heat Blasts is mandatory because of the cooldown reduction effect on Heat Blast, this is why Auto Crossbow is less of an issue even though it has the same short recast time. Weaving between the 1.5s gcds is an issue because of the animation locks imposed on these abilities. The exact animation lock time is hard to pinpoint because of the latency factors involved, but usually in theorycrafting circles they're estimated to be roughly 0.70s long + any latency factors. That means even at ping as low as 50 ms, that leaves exactly zero room between Heat Blasts with one ogcd weaved between them.
This is an obvious problem for a game that has been claimed to be playable at 200 ms in the past as that would stretch the 1.5s gcd into a 1.8s one, in other words, induce 0.3s of gcd clipping. Hypercharge is used 3 to 4 times every 2 minutes, with 2 mandatory weaves in each one, with each causing 0.3s clipping that would add up to a total of 1.2-1.8s gcd clipping. Assuming the lost gcd is a heated shot, the loss is somewhere between 190-290 potency every 2 minutes. And this is when minimizing the effects by only weaving twice.
The job starts off with only 2 Gauss Round and Ricochet charges, which means 4 weaves are mandatory to avoid overcapping. If the original intent of the design was to weave between every Heat Blast, something you might want to do to maximize gains from raid buffs anyway, 200 ms latency would result in 1.5s gcd delay every Hypercharge, or 4.5-6.0s delay over 2 minutes. That's almost 3 whole gcds lost, a sign of an incredible design flaw.
Fixing the problem
As shown in the list above, this is a compound problem with three clear components. Fixing any one of these points would fix the problem as a whole, or at least alleviate the effects. This gives us 3 clear avenues to fix the issue. Next, let's examine some possible suggestions to fix each component.
Change Heat Blast recast from 1.5 seconds to 2.0 or 2.5 secondsWith a recast of 2 seconds, the gcd would allow comfortable single weaving practically any latency without allowing double weaves. This would require extending Hypercharge and Wildfire durations to retain same gcd amounts and some adjustments to the overall rotation might be necessary to accommodate the longer Hypercharges. The downside would be a slower rotation, which might not be as exciting for those that had no latency problems.
If the recast was a normal 2.5 second gcd, then double weaving would be possible. This might be preferable to keep the feeling of fast rotation since more actions can be packed within shorter time than with 2.0s single weaves. This would allow room for roughly 183 ms latency, though the room would shrink if skill speed affected the gcd speed.
Change Gauss Round and Ricochet cooldown reduction from 15 seconds to 10 seconds
OR Increase the maximum amount of charges from 3 to 4
OR increase Gauss Round and Ricochet cooldowns from 30 seconds to 40 secondsAll of these changes would have the same effect: ogcd weaving is longer mandatory during Hypercharge. The 1.5 second recast on Heat Blast would not be a problem for Gauss Round and Ricochet overcapping. The downside here is that there are other abilities you might want to use during Hypercharge, such as Tactician, Automaton Queen, Wildfire or Barrel Stabilizer. Nonetheless it would be an overall improvement.
Significantly reduce animation locks for all abilitiesIf the ~0.7s animation lock on most abilities was changed to 0.5s for example, this would instantly allow 200 ms more room for latency in all scenarios without changing anything else about the base rotation, ability values or timers. However, for low latency players it would allow triple weaving between gcds which could have some unforeseen side-effects. I doubt these effects would pose a larger disparity in performance than the difference between single and double weaving though.
That covers the easy solutions. Other possible solutions would be require a larger rework of the rotation and completely changing how the current job mechanics work so I won't speculate further on them, this post is already long enough. The basic requirements for improvements would still remain the same: No 1.5s gcds OR no ogcd weaving during those fast gcds.