Unlike RoH and Goring Blade, Royal Authority has it's damage applied before the big dramatic spin slash.
I mean the attack still functions properly but it just doesn't really have that oomph compared to the other two finishers because of it.
Unlike RoH and Goring Blade, Royal Authority has it's damage applied before the big dramatic spin slash.
I mean the attack still functions properly but it just doesn't really have that oomph compared to the other two finishers because of it.
So you enjoy clunky, delayed hit registration? Well, if you say so.
All the other moves apply damage at what seems to be the dramatic point of the attack like with Demolish after your character deals a series of punches and kicks or with bootshine after they lands all 4 punches and I wouldn't argue that they are clunky. Having Royal Authority hit before it does its jumping spin slash makes the animation feel pointless.
I would think you'd agree they are clunky when you begin RoH and the mob is halfway across the room before the hit registers. This was ESPECIALLY BAD in Second Coil, see: first set of adds in T7. Don't even get me started on Hallowed or Spirits Within. It's subjective, but I much prefer functionality over a delayed 'oomph.'
The late hit with ROH is very annoying for 2 reasons:
1) A popped mob can be half way towards the healer before your hit even registers.
2) If you're lagging you have no idea it's even registered until that damage value.
Personally I'd prefer it if ROH was more like Royal Authority...
I never really had a problem with those things at all but I guess I can see where you are coming from.
I love the animation work and really love being able to feel my attacks, maybe I should go back to Monk.
I'd prefer if it ALL abilities worked more like Royal Authority. I'm fine with fancy animations, I'm not fine with inconsistent and aggravating hit registration times. As far as I can remember FFXI had abilities do damage as soon as you hit the button, with the animation following. Abilities didn't feel any less impactful because of it.
Everything in the game should work more like Royal Authority, not the other way around.
As pretty much any WHM that's had a Benediction failure would attest.
I'm pretty sure that argument has been made since early access of 2.0 because of BLM's Fire III proc being eaten.
With very long threads.
And then later for Hallowed Ground and Benediction when Coil came out.
I think for gameplay, that change would be better.
But it's been part of the game that you have to match the animation to get the timing or just accept that the actions go beyond the button press.
(Ironically, though, the enemy aoe doesn't match as we all know you you can run into a cleave animation once the red outline is gone).
This is another thing that totally baffles me. Why don't they time the enemy animation to start playing near the end of the cast? Makes no sense. The worst part is that this ALSO suffers from wild inconsistencies, such a King Behemoth's meteor. It's not safe to leave the protection of the meteor until you see the meteor explode, cast time be damned.
Do have to say RoH's late tap is annoying, at least put my enmity on right away xD. What they could do is register the information behind the scenes right away but only display the effect once the animation has completed, besides requiring more work on SE's part it would be the best of both worlds for us (no yo yo, with visual consistency).
Assuming I can't choose both then I suppose I'd choose faster register (even though both, both is good.).
Well, they could always make the skill register the damage instantly and make the floating number match the animation :/
i miss those delayed registrations with demolish on monk :c sometimes those delays can be very helpful D:
I wish Rage of Halone would register hit before the end of animation. It's clunky when tank swapping. I sometimes use a combo'd Savage blade instead (then proceed to combo'd Halone) for tank swap.
This would honestly be really ideal at least for me. Getting a crit with Bootshine is really satisfying because that final hard punch makes a big smacking sound complimented by the number right when your final swing makes impact. With Royal Authority I sometimes miss the number since I'm expecting it to be at the end of the dramatic spin slash, it's just not as satisfying because of it.
Seeing the damage before the animation is indeed annoying.
Meanwhile Ninja...
Seeing the damage get applied before the animation has its own merits...like waiting for procs or buffs that come from it. Or they could change it so it applies the buff as teh animation begins, then apply the damage at the end of the animation...
Biggest problem I have with Royal Authority is sometimes it's hard to find the damage because this game has conditioned me to look at the end of the animation like for literally every other attack. I don't care about muh deepz or some nonsense, as I wouldn't be Paladin if so, but I at least want to know if I'm doing enough damage to warrant not using RoH.
1.0 kinda did it this way (at least early 1.0, can't recall if they changed it later on). You'd activate an ability, and you'd see the damage applied to the enemy's HP bar almost immediately, oftentimes before the animation even started, much less finished. It felt really strange, but that was probably mostly due to 1.0's really sluggish animations more than anything else.
In that case RoH should register at the beginning (like how they changed warrior's stun), and let RA register at the end for the oomph. We are tanks, our main tools should value function over form, right?
Indeed, the RoH animation delay is why I've always used comboed SB on tank swaps, and for picking up adds. A4N as ST I also almost always do my Fast Blade just before getting Quarantined so I start with Savage Blade -> Spirits Within -> CoS -> RA in Quarantine, never having to use RoH unless the DPS is wielding 190 with full 180+ gear.