I get discredited, mistakenly, for disliking 1.xx when I say ARR should be treated as a separate game. But that does not prevent me from liking 1.0 mechanics. Skill windups was a part of it. I personally enjoyed the long animation time and wind up on skills like Chaos Thrust, and the feeling of impact it provides and tactical awareness it takes to time a skill without being punished for not anticipating the wind up.

All the free motion in most the skills was initially a disappointment, then I realized there was still some windup to consider on specific skills (even skills like Overwhem).

The bother for me is latency or bad reaction time, registering a cure that came moments later instead of it simply stating -no effect- when you missed your opportunity. Then again, it can just be that people take the impression of 'instant' all too literally these days.

However, it's not the first time I feel as if I take a dividing perspective from popular courses, and I'm ok with that. Again, if they change this, it's not that big of a deal, but I wanted to provide an opposing perspective to discuss so that, at least academically, it can be looked at in a rounded manner and approached with more than one perspective in mind.

We lost a lot of feeling of weight when we changed animations to work with the GDC and removed the bulk of Animation lock. Do we really want to further remove that feeling in the few skills we still have a sensation of gathered power in?

Quote Originally Posted by Steeled View Post
The delay on all instants is pretty absurd. Nice, I pressed stun. I pressed it in time, and I know that I did, but because the game wanted me to see the animation, or something, it went off .4 (whatever) seconds later, and the stun didn't stop the attack.

You sure this isn't latency? I have to wonder what skill you are using, cause I play all 3 classes with physical stuns and the effect triggers before my animation completes on all 3 cases.