Just notice this bug a few minutes ago,
I cast Flash,then use Rampart immediately, Rampart CD, but the Rampart buffer didn't show up,
it is rare happen( <5%),but it exists.
agreed, hallowed ground is essentially useless as a panic button
I reproduced this bug twice again, in less than 30 seconds, (I cast Bulwark & Hallowed Ground this time):
this is how I did:
1.Cast Flash
2.Cast an instant ability immediately (within 0.5s-1.5s after step 1)
3.Cast Flash immediately again (within 0.1s-0.5s after step 2)
Now you have a very high chance that your instant ability will get eaten. (CD, & no effect)
if you play too fast, you will get PUNISHED by the system LOL.
This is the biggest joke I've seen in a mmo...
Last edited by Shan; 11-10-2013 at 04:30 AM.
So... Why not report the bug so it can be fixed?I reproduced this bug twice again, in less than 30 seconds, (I cast Bulwark & Hallowed Ground this time):
this is how I did:
1.Cast Flash
2.Cast an instant ability immediately (within 0.5s-1.5s after step 1)
3.Cast Flash immediately again (within 0.5s after step 2)
Now you have a very high chance that your instant ability will get eaten. (CD, & no effect)
if you play too fast, you will get PUNISHED by the system LOL.
This is the biggest joke I've seen in a mmo...
You can predict when you'll need in any standard dungeon. This comes with practise and experience.
For specific, difficult boss battles such as Titan, then you can either study the rotations to learn the patterns or go via trial and error. Both ways will teach you when to use HG in advance.
So yes, it's perfectly usable. I use it constantly, and the only time I fail with it is when I'm not focused and don't realise I'm in trouble till it's too late.
The majority of the time I need to use it isn't because of a boss rotation or mechanic. Its cause my healer didn't get a heal off or healed the wrong person or is dpsing instead of healing . You can't predict something like that.
Also take this into consideration, when I use RoH as a monster is running from me I sometimes get the animation played, but no damage is done, no str down debuff applied, no gcd initiated. In short the effect was canceled out and I was not penalized for it. Why is hallowed ground any different? If it goes on cool down I should be invincible. Didn't use it in time / animation time problem? Fine, but if that is the reason I died my skill should not be on cooldown.
Works like every skill in game... Press the skill, will not fire if already in another animation. Now not in animation, the skill starts its animation after the cast time, for many skills this is instant. Once the animation is done, any effects of the skill take effect (dmg, debuff, buff, heal,....).
Hollowed ground has a long animation and the effect of hollowed is not active till after it ends, thus if you hit the skill right as a killing blow is used, you will die. It is the same with stuns, as a WAR i know the pain of hitting a stun in time but not going off in time (why the WAR stun is being adjusted in 2.1 to be more like the PLD quick animation stun).
Hollowed is already overpowered as any thing in this game, and just because you do not understand how the game works you think its broken. It is working as intended, you simply are using it too late. There are very few places where HG is really needed, and the use of HG is planned for them, its not a we messed up i'm dead in .5sec lets save the day skill. If it would fire instantly when you press the skill then the skill would be gamebreaking and nerfed, you cant have both. If enough cry about the delay and they make it fire instantly, it will simply become a weaker skill to balance out the fact that it can be used for more things than it was designed to be able to stop.
Where do you guys come up with this stuff? Most of the time I'll use Hallowed Ground and a Cure II will land on me right before it takes effect completely invalidating it's use.You can predict when you'll need in any standard dungeon. This comes with practise and experience.
For specific, difficult boss battles such as Titan, then you can either study the rotations to learn the patterns or go via trial and error. Both ways will teach you when to use HG in advance.
So yes, it's perfectly usable. I use it constantly, and the only time I fail with it is when I'm not focused and don't realise I'm in trouble till it's too late.
It's completely un-usable in it's current form especially for being the level 50 job skill.
Please. Most of us know exactly how the game works. This is a mechanic that completely goes against the reactionary aspect of the games battle system.Works like every skill in game... Press the skill, will not fire if already in another animation. Now not in animation, the skill starts its animation after the cast time, for many skills this is instant. Once the animation is done, any effects of the skill take effect (dmg, debuff, buff, heal,....).
Hollowed ground has a long animation and the effect of hollowed is not active till after it ends, thus if you hit the skill right as a killing blow is used, you will die. It is the same with stuns, as a WAR i know the pain of hitting a stun in time but not going off in time (why the WAR stun is being adjusted in 2.1 to be more like the PLD quick animation stun).
Hollowed is already overpowered as any thing in this game, and just because you do not understand how the game works you think its broken. It is working as intended, you simply are using it too late. There are very few places where HG is really needed, and the use of HG is planned for them, its not a we messed up i'm dead in .5sec lets save the day skill. If it would fire instantly when you press the skill then the skill would be gamebreaking and nerfed, you cant have both. If enough cry about the delay and they make it fire instantly, it will simply become a weaker skill to balance out the fact that it can be used for more things than it was designed to be able to stop.
You don't really know what you are talking about if you think Hallowed Ground is overpowred because I guarantee you 10 seconds of invulnerability isn't going to win you any of the fights in this game since there isn't a single enemy in the game that uses a one-time skill that needs to be mitigated with in order to win the fight.
Hallowed Ground is meant to be an oh shit button because if it wasn't it would have a much longer duration and a shorter cooldown. The skill is DESIGNED as a get out of jail free card when things don't go as expected and is simply on too long of a cooldown to be integrated into some sort of fight strategy.
As is stands the skills function contradicts its design. It's the exact same problem with Benediction.
Last edited by Ladon; 11-10-2013 at 05:23 AM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.