It's really not hard at all. If you choose not to watch the animations, a good bet is halfway through the GCD - so you have time before you use your next skill that sets off the GCD, but you also get the "instant" effect from the desired spell. Learning the animations will optimize how fast you pop off the instant spells, but the difference has been, for me, negligible.
It's not a "flawed" system, just a different one.
Edit (darn daily post limit...):
If I properly understand what you're saying, my response is that that's part of the challenge. Back on the beta forums, Yoshi specifically discussed how part of the challenge of [higher-level] instanced content is timing your skills right. He even mentioned that a well-timed Limit Break could make or break a run.
The combat system is not "flawed" for the particular design of the game, but it is most certainly different. Whether you enjoy the particular way they engineered the combat or not is entirely up to you, as it comes down to your personal preference - there is no "right" or "wrong".![]()


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