Honestly..
Dying a meter to the left of a boss cause you get hit by his 1 foot wide frontal attack when you're meters away is very annoying
This will likely prevent me from staying in the long term..
Anyone else copping this issue day in, day out?
Printable View
Honestly..
Dying a meter to the left of a boss cause you get hit by his 1 foot wide frontal attack when you're meters away is very annoying
This will likely prevent me from staying in the long term..
Anyone else copping this issue day in, day out?
It means you are getting out too late. The damage isn't calculated when the animation starts, instead it is calculated the moment the cast bar above the monster's life finishes. The center of your body needs to be completely out before red area underneath you disappears, which is right AFTER the cast time of the animation. You cannot wait until you SEE the attack animations, you must get out before.
Yep...like it or not you are just not getting out in time...watch the cast bar above the mobs head or play it safe and get out of the circle earlier than you have been.
Of course it's not unreasonable to make a link between giant red circle's appearance/disappearance and the AOE attack is it? If this isn't a lag issue then it appears to be an animation issue (as it would surely mean that the red target area *isn't* linked to the attack) and needs to be addressed ASAP. It's not fair to have fights rely on this mechanic if it doesn't correlate to what's actually happening.
What I like the most about this game is avoidance, you have to act just as quick as real life scenario. Take for example when you drive, you see someone jumping on the road... you stop as soon as possible or risk hitting them, you don't hit the breaks and try to stop when they are near you but instead as soon as you see them.
Act faster people! I like how tanks get pissed when I tell them to move much faster and they get so dam rude and as a healer I get pissed because they tanks sometimes think oh hold on I don't need to move out because I'm a tank and I can take it.... then bang he/she either dies and blame me for it or just get away with 1 HP and I have to spam heals asap and risk going out of mana :/
There are some mobs where it is delayed and not right.
There are aothers where it is right, the cast finishes and the mob can stil turn and hit you with it, or arc it over to you. By that time the ability already built.
You might learn something by reading this thread:
http://forum.square-enix.com/ffxiv/t...nd-AOE-markers
I'd say in most cases this is simply down to latency, where you appear on your screen and where the server thinks you are can be different, especially if you're not playing from Canada or Japan where the servers are :)
Do you live in Europe. The EU tag on the servers is nothing more then timezone thing they are in America. So for European players its almost impossible to evade stuff.
It square enix totally not taking European players serious. latency from EU to US is way to big for games you need to evade stuff.
This is a case of madcuzubad, unfortunately.
React faster. The damage registers at about 85% cast bar completion; Even if you avoid it last second, and you were in the area at roughly 85% cast, you ARE getting hit. Learn the mechanic, deal with it, and move on. It was much worse in Beta.
You should be grateful that they even added a red AoE marker for you to avoid. There is no 'issue' and nothing is going to be 'addressed'.
Lastly, you are a GLD, you should be shield bashing the majority of those casts, anyways.
Hello, I just made a thread that recaps this among other issues (all are because of the same).
http://forum.square-enix.com/ffxiv/t...s-everybody%29
Another EU here. I can say that latency DOES play a non-negligible factor here. Depending on the time of the day (the quality of my internet connection varies greatly from time to time...) I can dodge AoEs easily or I get hit even when apparently I'm several yalms out of the red circles.
Quick reflexes are a must to avoid AoEs. Sadly, reflexes alone do not guarantee your safety :/
It was like this in the beta but a lot worse. People were also saying it was intended but it's pretty obvious that it wasn't and it's been fixed for the most part.
what my experience has been is in open world i never get hit, but in dungeons I do still have issues at some points. My guess is that since it seems to work correct in the open world (low stress on server due to login restrictions due to duty finder server issues) and not well in dungeons (i.e. on the duty finder server) it is due to the heavy load on the DF server, and the problem should lessen with the addition of new DF servers tonight. But we will just have to wait till tomorrow to see.
Whenever you see that red thing, get out ASAP.
yeah it's basically a discrepancy between where the server thinks you are and where your client thinks you are.
you may notice when everything freezes you can still move, this is because movement is done on the client side with updates to your location pushed asynchronously to the server. this has some unfortunate consequences (such as being able to move in front of an enemy who aggros but who's model hasn't loaded yet, or in this case the server thinking you are where you were a second or two ago)
if you want a good gauge of your latency go mining, compare the time between when you hit the button to mine and when he begins to swing(note SE: a ping timer would be nice) in on JP servers but i'm in america so there is a noticeable lag between those events as it has to negotiate with the server on each swing to keep cheating to a minimum.
--edit--
also, the things people above have mentioned (get out as soon as you see red) is a good workaround but that's all it is, a workaround.
This will work for a while, but much of endgame has no red. the crutch of showing you where the attack hits gets pulled away latter and you need to watch the cast bar, see what is being cast and know if it is a frontal line, frontal cone, or 360deg aoe field and move accordingly.
I think this issue is because they took out the animations from 1.0 and replaced it with the sliding movement. They need to correct this. Animations and better combat are what this game needs apart from the server issues !
had this problem on titan,i was healing my group(im using american servers since im originally from there,but im in belize studying abroad.) every time he turns around and starts his cast,im already doing a 180 around the entire ring and standing near to the tank when the cast is 50%(for those of you who dont know,i stand directly behind the boss,so when im infront of the tank, im stupidly far from the bosses cleave range) and i still get hit and sent flying.
tank said i was moving slow but then he noticed me near him after each swing and put it together that it might be some kind of split second lagg,as there was no way i could of been near him if i was moving slowly.
I had an issue with this in Beta on the JP servers (I'm NA), but ever since the NA servers have been available I've had zero problems. According to the ARR Status website (http://arrstatus.com/), my ping to NA servers is between 70-90 ms compared to about 150-200ms to JP servers. For those of you having issues, what is your ping? If it's similar to mine then i'd say you guys just have slow reaction time.
As specified, ARRSTATUS' ping is not yours, but theirs.
Although everyone says it's just because you're not getting out in time (as the cast bar fills), there's actually quite a bit of lag involved too.
When I was doing the story Titan fight everyone else looked like they were going to get hit by the huge line/knockback attack, but then they wouldn't actually take damage. A couple times I thought I reacted quickly and was well out of it but still got hit.
Obviously it is still possible to avoid things for the most part, or none of us would ever get anything done because with many bosses AoE means instant death. Still, by simply looking at other players compared to yourself you should be able to tell there's significant lag.
I know how to move out of stuff..I'll be out of it before the cast is up, and still get hit
Im in Australia, playing at 200-300ms. I played WoW and Rift and had no issues moving out of attacks, it's only this game that is causing problems, either due to lag or animations.
I've heard a lot of noise around this from players that aren't in JP or NA.
If the red zone starts to fade before you've made it out, you're going to get hit. It's not even latency, that zone is designed specifically to show YOU the window you have to get out, and where you need to move to do so. That window is shut the moment it starts to fade.
Otherwise, it's a latency issue, and not one that I can say I share. I've never walked out of a target zone before it started to fade and still get hit.
You all can spout all this "its lag" bull****, but NO OTHER MMOs have problems like this.
I can play on EU servers (I'm in NA) in WoW, Rift, GW2, LotRO, etc AND NEVER HAVE AOE PROBLEMS. What does that tell you? The game is not synced correctly.
And LOL @ the guy who said "Damage is registered at 85%, deal with it." What the **** kind of logic is that? If the "damage is registered at 85%", then make the cast bar shorter....don't sit there and give me a 3 second time to get out of the way, when I only really have 2.75 seconds....
Fix this.
The really fun thing is to run out as soon as you see the red then just run straight back in even while the red animation is still in progress and you won't get hit. I've been doing that with those dumb slug things so I can kill them quicker.
It's really 50/50 with me. I've learned to just GTFO as soon as it appears on the floor. Anything later and I will get hit. It's seriously annoying out in PVE when a mistimed escape from an AoE could spell death, but I have adapted to it.
However, in dungeons, when I think I am completely out the marker and still get hit, I often get told by other members in my party that on their screen I didn't run out of the AoE until the very last minute. So sometimes it could be an issue with lag.
There was a huge thread about it on the beta, SE said they would improve it and people claimed they did.
Personally I find it still pretty terrible.
Though that was about character responsiveness in general.
Anyway the problems it here because of 3 things.
- The red circles vanishes, the moment you are still in it you will get hit.
It doesn't matter how long the boss animations is after, when his casts finishes you are hit.
It feels disjointed though since the time between you being hit might be 4 seconds.
- It's server side, to put this very simple.
This means that everything is more delayed.
Yoshi stated that the server checks every 0.3 seconds, but count your latency with it as well.
In most cases you play with a 0.5 sec to 1 sec delay.
-Latency is there as well, server side client +you having a bad ping is making dodging circles like this hard.
Also the server can have some lag spikes as well.
Until SE will make things client side this issue remains (they won't do this even though about every other MMO does).
It isn't lag though, this is just their design.
Take WOW/Tera/SWTOR I can play it on on US servers with 80 ms tops and will never run into issues like this.
It's a give or take with this game.
There is definitely some thing odd going on with the AoE Avoidance. As if I could reliably get out of them I would, most are easy to get out of or stun, but the larger AoE's or faster casting ones are a real pain to get out of in time with a little bit of lag. It's kind of bad when you have to almost memorize enemy timings of the AoE's to consistently avoid them. I'm not talking cast times, I am talking knowing that X mob will use Y ability after I use 3-4 abilities of my own or around certain health percents. And unfortunately, it takes a few fights to be able to predict the mobs actions well enough to avoid them that way.
You can add me to the list of the same issue.
I'm playing from Australia and am continually being hit by AOE's when I've moved out of it. I expect some delays don't get me wrong. When I played WoW, Rift then Swtor, I had to adapt quickly to AOE and move to avoid it asap. But not matter how quickly I move in FFXIV I still get hit. This needs to be looked at immediately. I expect to see more of these posts as people level then hit Titan and some 40+ dungeons.
And since dungeons are tied in with the story quest there is going to be a lot of frustrated and angry players as they won't be able to progress until they brute force or luck there way through some of the encounters.
Titan is a really good example of this, in particular Landslide, his straight line knockback attack. Most of the time for me by the time noticed it was being used on me, it was already too late to dodge it. If I happened to be on the edge of it targeting someone else, I could avoid it. This was with watching for cast bars and the on ground indicator which is not an easier one to see. Another good example is Dark Mist that gets used in Haukke Manor rather frequently through out the dungeon.
Not having any issues getting out of any red areas in time.
I live in Texas, USA and play on Excalibur (Legacy) for reference.
Get a better ISP (if that is an option) or check your computer to see if it needs configuring or a replacement part of some sort or perhaps just learn to time your movements better?
If you are the dead center target of the Magitek Reapers AOE circle ground attack in Caestum... you can pop sprint and run and still get hit by it on the opposite side of the map. I've even run up and down ramps where the incendiary things are. If you are an off center target; you can avoid it.
After ~45 runs I've never found a way to avoid that specific attack. They should just name it a homing attack and be done with it... or fix it.
So based on my own trials and errors there are some mislabeled/bugged attacks that trick you into thinking they can be missed when they might not actually be able to be dodged.
EDIT: A strange side note that has happened twice: On the Livia if someone panics and runs about the room like a chicken with their head cut off... if I bind the adds with tri-disaster, then pop limit break (as a summoner) even if someone breaks the bind; the mobs will still die because there were in the dead center when I started casting even though they are now on the other side of the map. I've been able to recreate it twice but still not enough data for anything meaningful :P
Agree this needs a fix but until then just run out like super far its the only way to avoid this lol. That is even questionable sometimes.
This *isn't* an ISP/internet problem - I've just checked my laptop on speedtest.net and my connection is apparently better than 94% of the planet (fibre optic broadband 71.29Mb/s download 15.83Mb/s upload). It also doesn't explain why myself and others are suffering this "lag" exclusively within FFXIV and not other MMOs or XBLA/PSN games we're playing.
My "solution" was to run straight at him whenever I was targeted (normal Titan, no idea if this'd OHKO a WHM in hard) - this meant I would definitely get hit, but I'd also never get knocked off the edge. Running to the side seems like the obvious thing to do but there were too many times when I'd run waaaaayyyyy wide of the marker and *still* end up knocked off the edge :/
This is by far the biggest issues I have with this game atm. Like some people have mentioned it differs between attacks, but either way this is not acceptable in any way. For the people who have no issues good for you, but don't tell people to get a new ISP or computer or w/e because this is all on SE and they need to fix it. They've been talking so much about living up to the current MMORPG standard, well SE this is it and you are failing atm.