
I suspect the usage of that ability is just to ensure your group is spread out and the recipient isn't meant to dodge it, which is why it doesn't just kill you in one hit unlike say, Landslide. That'd actually be an appropriate use of the game's 'lag' factor.Yep, I've noticed this too. I used to wonder why the hell no one would ever dodge it as I'd be Esuna-ing them every battle, then it finally did it to me and I saw there is just no dodging it. I'd say this one is actually probably worse than Titan, it's just that nobody cares as it is on such an easy battle. But it does show the sort of problems that are there throughout the game.


Ya, I can even dodge plumes when my connection is being good, but I have yet to be able to get out of the circle. One run I did it with an ls mate with him as whm, and he said he noticed on his side that when I go to move he sees my character run in place a little bit before moving. He then noticed the same animation on titan a few times.I definitely agree with this. On a related note, every time I see the first boss in WP cast that circular attack that does the reduced immunity damage/effect, I already start casting Esuna on the player. Most of the time, that player simply can't get out of it in time. Either the circle is too wide or the timer is too short, but that attack is unforgiving. Any healer who's run that enough times can vouch for the imbalance in doge:not-dodged ratio there.

The Esuna test should be linked top of thread, though I suspect the guys saying there are no problems would probably think there's nothing wrong with the game to be able to cast Esuna while on autorun.

There are only 3 solutions to the lag problems, in order of importance. Any one of these is acceptable to me. Your move SE.
1. Remove the artificial .3 second latency. Adding 300ms to my latency is the most ridiculous thing ever. It's like saying "Here, drive this car but the controls for gas, brake and steering all work .3 seconds late." You know what would happen? A CAR ACCIDENT!
I get 80-100ms ping to ARR servers however the experience in ARR compared to the same ping in say, League of Legends is COMPLETELY noticeable. If a F2P game like League can have better position coding and responsiveness, so can you. And League has MORE PLAYERS.
2. Increase the cast time on unforgiving boss abilities *cough*landslide*cough*. I am saying make them longer by .3-.5 seconds. This would allow players that have up to 200ms natural latency have time to move plus an extra 300ms in case their last position check was 299ms ago while they were still moving out of an ability. 300ms in this game, while only a third of a second, can be about 3-8 feet of in game movement. Though, theres no real way to measure this now.
3. I am aware player position is already checked client side and sent to the server since there is no clear rubber banding and the teleport hack was made so quickly but maybe if the latency is causing people to die, move the position calculation to the server side. This would kill 2 birds with one stone. It would remove teleporters and the only thing that would change is that player input would be sent to the server rather than their coordinates.
This would be the most complicated of the 3 and therefore least desirable because it could add in a noticeable rubber band for high latency players.
Last edited by Kantide; 11-06-2013 at 02:54 AM.
I will say it again people who swear they don't have issues with this, If SE changed Titan to have a RNG mechanic, say Plumes could just happen whenever as long as the skill CD is up, do you really think you would still dodge that ability with ease. I'd wager the answer would be no. Right now the delay is easy to work around BECAUSE THE BOSSES ARE SO PREDICTABLE. You know exactly what is coming next it NEVER CHANGES. It is a locked in stone pattern EVERY SINGLE TIME. That basically means if you know the pattern of the fight then you actually have MORE than the lost time from the Desync to get out of the skills way. I'd be willing to be if SE released a boss with RNG AI that a lot of you who SWEAR up and down the lag doesn't happen to you would suddenly get a problem. (Btw it isn't that you don't get the lag, you're just used to working around it)

Memorization should not be required simply because otherwise why even have the telegraph circles? I'm pretty sure I can dodge WotL even if there was no graphics on them because the telegraph circles were never very useful due to lag. This is simply a bad design. If you put telegraph circles the implication is that seeing them and reacting on time ought to be enough, even though it is clearly not. In fact, the telegraph circles are generally so inadequate that even if they didn't exist, you probably still won't do any worse.
Actually, I regularly dodge this with my shitty 7mbps down/.5 mbps up internet – if you move immediately and in a straight line out of the AoE it's pretty easy to avoid. I do agree that it seems unforgiving though, but it's just a matter of responding immediately.Yep, I've noticed this too. I used to wonder why the hell no one would ever dodge it as I'd be Esuna-ing them every battle, then it finally did it to me and I saw there is just no dodging it. I'd say this one is actually probably worse than Titan, it's just that nobody cares as it is on such an easy battle. But it does show the sort of problems that are there throughout the game.
Shouldn't have to take extreme measures to overcome something that is extremely broken tho.
Yes, you can dodge everything, every single attack from titan and all those fart bombs. But, why should we go out of our way to make sure we dont get hit, even if we had been out for on ocassions over a second?
Yeah it's not whether someone can dodge or not, it's just bad game play.Shouldn't have to take extreme measures to overcome something that is extremely broken tho.
Yes, you can dodge everything, every single attack from titan and all those fart bombs. But, why should we go out of our way to make sure we dont get hit, even if we had been out for on ocassions over a second?
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