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  1. #1
    Player
    Kevee's Avatar
    Join Date
    Jun 2013
    Posts
    700
    Character
    Virtual On
    World
    Leviathan
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by SonyaArin View Post
    Running laps seems 50/50, the majority of our early attempts were 'sprint before it is cast and never stop running'. You can see some hilarity of this in the 'success' video if you look really closely actually. Eronn's (the PLD from the PoV) lands quite a few steps behind him while he's moving. Teloc's (the BLM) is literally like RIGHT behind him and nearly explodes. Then you can see the same thing in mine, except mine is just plain on top of me, boom.
    What that poster was getting at, and wasn't properly represented in the video, is that the way to 100% gurantee a dodge against WotL on Titan is to pre-move. You're moving before the cast even starts. It's easy on Titan because he has a set rotation.

    In both videos it looks like the PoV person was not pre-moving, and especially not in the second video. The second video it is clear that the person did not move until after the cast started. The first? The tank de-selects him, but from what I can see of the cast animation he also does not run until the cast starts.

    If this is how the mechanic works, which I would agree with on what little twister experience I have, it would seem to be a positional update problem and the only way to fix it is to pre-move. Otherwise moving after the cast has started will give you that "50/50," just like many other abilities and mechanics in the game. Have you done a full pre-move attempt?

    Quote Originally Posted by Ceol View Post
    So in your video showing it exploding underneath you, it's actually detonating exactly underneath you as you run. It doesn't look like it's detonating a few steps behind you like positional lag would imply. If it were lag, I would think the twister would detonate behind you but you would still die, even though it looked like you were not directly under it on your screen.
    It could be updating the position at the end of the cast in that scenario.

    However, scenarios like that are the "iffy" things towards it being a "run out" mechanic. On the other hand, it "works" sometimes.
    (0)
    Last edited by Kevee; 10-19-2013 at 08:46 PM.

  2. #2
    Player
    Nabian's Avatar
    Join Date
    Apr 2012
    Location
    Limsa Lominsa
    Posts
    413
    Character
    Blanitar Abarhyrsyn
    World
    Excalibur
    Main Class
    Dark Knight Lv 80
    I have a theory, and this is purely speculative at best because I have not started coils however...

    Many people suggest the targeting and the pattern of the tornado's random? Is it possible that it is a mechanic similar to Ifrit plumes in 1.0 where there were certain predesignated "safe spots" My theory is that there are certain places on the map that are "safe" however I don't think they are static positions as in the Ifrit fight and that they move each time the spell is cast.

    My suggestion would be to go into the fight with the purpose of dying and trying to map out each time the wipes occur where the location of the tornados spawn. Have every stand at predetermined locations and see who wipes and who gets targeted.

    Does threat level have anything to do with it? I'd imagine not since it seems the tank can get targeted too.

    Another suggestion would be to have everyone try standing as close as possible to the wall and see if that helps.

    The last theory and probably most unlikely is this...what if its an unavoidable death that supposed to occur? Something intended where the group has to quickly raise those who died and hope it wasn't both healers or tanks?
    (0)

  3. #3
    Player
    Ceol's Avatar
    Join Date
    Jun 2012
    Posts
    214
    Character
    Ceol Ashwin
    World
    Sargatanas
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Kevee View Post
    It could be updating the position at the end of the cast in that scenario.

    However, scenarios like that are the "iffy" things towards it being a "run out" mechanic. On the other hand, it "works" sometimes.
    Even if it were updating at the end, if it were based on player's position, the twister would be detonating centered a few steps behind them, like how Weight of the Land does. Instead, it's detonating exactly underneath them, as though the server told the client, "Fire off this animation wherever the player is because they are getting hit by it," instead of, "Fire off this animation at <pos> because that's where we thought they were."

    Plus, there's no black circle like when a player places a twister. It's just the explosion. It really seems like a mechanic that needs to be prevented or mitigated.
    (3)