This needs to be fixed urgently.
This needs to be fixed urgently.
this is the second maintenance they've done solely to address this issue you claim they are not addressing. it IS an issue with duty finder which is why its constantly duty finder you see being worked on..
Not really, you can experience it in the open world, there just aren't enough one shot abilities on a short timer outside of the duty finder for most people to care. There is a nice gif around of it happening on a goblin aoe.
Of course.
On that note as an EU player the issue isn't as big for me as for some. I've just managed to turtle my way to Brayflox and the last boss wasn't that big of a problem (I'm the tank). If I got hit by the AoE it was mostly my fault. I can dodge it easily if I start moving when I see the red area marker.
Someone who can post in Jp language should post this in JP forum to let Yoshida himself acknowledge. He regularly check that forum himself.
FFXIV : ARR all instance boss gameplay video can be found here..
http://www.youtube.com/user/Arikameow/videos?shelf_index=0&sort=dd&view=0
I found a way to counter this, even if you are lagging.
I play as a Paladin, so i noticed something, and here is what you have to do, and you won't be hit by AoE:
When you see the red AoE ring run out of it and when you are outside of the ring, make an attack on the boss. This way i think the system registers your position that you are really outside of the ring and you won't be hit. I have not tried other classes but i think it will work for them too, maybe it does'nt need to be an attack. I know that casters are in disadvantage because of the casting time, but try this: When you see the AoE ring start casting a spell which is not interrupted by moving, run out so when the actual spell is shot, you are outside the ring. You have to time it right, but this tactic worked for me after i discovered this.
Try to spread this information, and make a feedback if it works for other classes in laggy situations.
The solution to bad code is not more bad code.
You are saying. Because they coded aod dmg circles badly, we need to fix it by including more bad mechanics (trivializing aoe circle dmg). The suggestion should be to fix the original code to make it work as intended. Not to fix whats bad with more bad, making the badness compounded.
This problem was rampant in Phase 3 and was fixed. During phase 4 and the start of release, most of those that had the problem no longer have it. However, a few still do. I don't understand how it can only affect some people if it's a server technical issue. Starting from phase 4 and onward, responsiveness (at least for me) is so good that I even take fall damage instantly instead of .5 secs later like in phase 3.
That gif was from phase 3, before the problem was fixed. It can't be used as an example for now since it's not from server processing we have now.
Hmm.
I'm from east coast Australia and I play on the JP servers, my ping is around 110. I can dodge all of Titans attacks pretty easily if I move straight away... but that video looks pretty bad, the person must have a terrible connection to the server or something.
Also I've noticed that the "red zone" hangs around a lot longer than the cast time of the actual ability, so if you look at the mob usually they'll have a cast bar that begins when the red zone appears on the ground. If you're still in the red zone when that cast bar finishes, it doesn't matter if you appear to be out of it by 1y, or 1000y, it's going to hit you. I can't remember if Titan has this cast bar or not though, I know some bosses don't
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