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  1. #11
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by wind View Post
    I wouldn't call it insignificant, perhaps for current fights, since nothing is exactly 'challenging'. But take for example a fight where it was healing intensive and in between a Cure to a Sacrifice your healer has the added downtime of an AA swing 'animation'. Trying to think of a decent XI example of a high intensity healing fight with not just tank damage but AoE damage to your melee's. But been a while and drawing a blank ; ; sorry .

    PW was more melees needing to not be stupid so I wouldnt say it was that healing intensive. Jorm would be a decent example when it first came out but meh not what I'm trying to get across.

    I guess somthing such as the healer basically had to keep spamming cure > sac > cure > sac just to keep melee/tank up.
    Now add AA ontop of it.
    Cure > AA > Sac > AA > Cure. It could potentially kill people due to that GCD building up.


    This is ofc with the assumption SE actually brings in such challenging content(healing intensive/DPS race/Tank Swapping etc). If everything stays simple as it currently is then you're correct that AA wouldn't bring much harm.
    I think you're drawing parallels to the current system, which has manual input lag. AA if done even half correctly, does not have input lag because it's essentially a system function.

    The input of a "skill" going right after a "swing" animation is very small. Less then a fraction of a second, well within tolerance. There is going to be an animation delay, but it's very very small, because it's going to get motion blended into your "skill" function.

    and in your situation, it would never happen. "Cure > AA > Sac > AA >" would not happen unless you purposely made it happen. It would end up "Cure >Sac [ got superseded AA] > AA > > AA"

    Because Cure -> sac is already inputted before the cure competition, the system will bump the AA priority down. You're don't need to time a sacrifice right after cure ends.

    The concept of Stacking or "buffering" is already a known entity.

    Another reason for stamina gauge removal. You don't have a "check stamina requirement" after every skill input to prevent stacking.
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    Last edited by kukurumei; 06-17-2011 at 08:10 AM.

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