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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,941
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by dragonflyseksparade View Post
    Hallowed ground suffers from the same issue - so I've heard.

    SE needs to fix their client/server latency period. This is just a side effect of their laziness to do so.
    Hallowed Ground almost feels like an intentional delay rather than a latency issue. I've never seen Rampart or Sentinel take that long to start.

    And a death during HG effect / target death within 1 second of Benediction cast resetting the CD would be awesome, but I doubt we'd get that, and I'd rather just have them actually work.
    (5)

  2. #2
    Player
    dragonflyseksparade's Avatar
    Join Date
    Aug 2013
    Posts
    232
    Character
    Dragonfly Seksparade
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Shurrikhan View Post
    Hallowed Ground almost feels like an intentional delay rather than a latency issue.
    If an instant cast ability goes on cooldown, and you don't gain the effect, it is a latency issue.
    (1)
    Primary Class: Green number maker
    Best WHM, NA
    twitch.tv/brown_diva

  3. #3
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Quote Originally Posted by dragonflyseksparade View Post
    If an instant cast ability goes on cooldown, and you don't gain the effect, it is a latency issue.
    It is intentional, they just have the effects happen after the animation when we want them to happen instantly (since they are emergency abilities). The cooldown starts when the animation starts and not when the actual effect happens is the issue.

    From what I understand they moved Hallowed Ground's effect sooner in the animation (when the barrier appears around you - which makes more sense than when the whole animation finishes) and they moved Spirits Within's effect sooner (when the sword is thrust into the enemy instead of after it's been pulled out).
    (4)

  4. #4
    Player
    dragonflyseksparade's Avatar
    Join Date
    Aug 2013
    Posts
    232
    Character
    Dragonfly Seksparade
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Estellios View Post
    It is intentional, they just have the effects happen after the animation when we want them to happen instantly (since they are emergency abilities). The cooldown starts when the animation starts and not when the actual effect happens is the issue.

    From what I understand they moved Hallowed Ground's effect sooner in the animation (when the barrier appears around you - which makes more sense than when the whole animation finishes) and they moved Spirits Within's effect sooner (when the sword is thrust into the enemy instead of after it's been pulled out).
    Then it shouldn't be listed as an instant cast ability.

    "animation time" = cast time.
    (4)
    Primary Class: Green number maker
    Best WHM, NA
    twitch.tv/brown_diva

  5. #5
    Player
    LunarEmerald's Avatar
    Join Date
    Aug 2013
    Posts
    1,851
    Character
    Lunar Emerald
    World
    Leviathan
    Main Class
    Reaper Lv 90
    Quote Originally Posted by dragonflyseksparade View Post
    If an instant cast ability goes on cooldown, and you don't gain the effect, it is a latency issue.
    The development team has already said it's intentional. Hallowed Ground doesn't activate until the animation finishes. To start the animation is instant but the animation itself is a cast time to use it.
    (0)