I usually run back at the mob as soon as the cast bar finishes & don't take any damage.
It's the cast bar not the red lines which determine if you are in the target area or not.
I usually run back at the mob as soon as the cast bar finishes & don't take any damage.
It's the cast bar not the red lines which determine if you are in the target area or not.
Why do people like OP get to lvl50 and still doesn't understand this? This isn't an action MMORPG. It's suppose to feel more turn base and cast timer dependent in the spirit of Final Fantasy's classic ATB system.
FFXIV is supposed to be turn based? I applaud you for that response, few would dare to make such an audacious claim.
I have played a few turn based games and none of them involved getting hit by mechanics you were clearly out of or indicators that don't really indicate anything (the issues people are discussing in this thread). So since being akin to turn based and "feel more turn base" mean two very different things in your mind perhaps you would care to elaborate on what exactly it is you meant, you know for those of us with terrible reading comprehension.
This... am I seeing this correctly...
OK first... Says who?
Here's what I see since I've been playing this since the beginning of it's existence.
1.) We had a game with zero use for dodging mechanics to start with.
2.) Darkhold was introduced and the need to dodge Ogre slams and Batraal lazers raised a few eyebrows... Let the latency youtube begin.
3.) Ifrit was born and the issue became glaringly painful. It was paired with action lock not allowing you to move when performing an action. You couldn't even cancel.
Ever since this point SE has done nothing but develop ways to avoid lock and make the game feel smooth and seemless. Now we complain about gliding.
What about this to you favors turn-based over action RPG.
The answer:This... am I seeing this correctly...
OK first... Says who?
Here's what I see since I've been playing this since the beginning of it's existence.
1.) We had a game with zero use for dodging mechanics to start with.
2.) Darkhold was introduced and the need to dodge Ogre slams and Batraal lazers raised a few eyebrows... Let the latency youtube begin.
3.) Ifrit was born and the issue became glaringly painful. It was paired with action lock not allowing you to move when performing an action. You couldn't even cancel.
Ever since this point SE has done nothing but develop ways to avoid lock and make the game feel smooth and seemless. Now we complain about gliding.
What about this to you favors turn-based over action RPG.
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