Sounds like grasping at straws with this reasoning...It's cause you aren't thinking of the spell in terms of it's animation taking effect. As the player all you are doing is activating the spell, upon activating the spell it takes effect on the player and until that animation plays out the effect will not take effect.
When it comes to DOW it is different because you are using weaponry, they are instant action and a blade making contact with an opponent is more instantaneous than a spell having it's effect activate. It's like taking medication, you don't take medication and bam you suddenly feel the difference it takes time for you to feel the effects of it and with magic it's just on a smaller scale where yes you have to compensate for it's activation time on the player when you use it.
It's like people don't understand server update ticks.
Your cast starting as soon as you hit the button is an illusion to let you think you're playing in real-time. You aren't.
Other games do a much better job at handling it though, even in 1.0 with all its issues it wasn't as noticeable or much of a problem though arguably it's not a "problem" now either once you adapt to the bad coding, also 1.0 had some really cool rolling HP bars instead of the ugly ones we have now that update in chunks.
I would just be happy if Stoneskin had a much shorter cast time while out of combat.
Even if this is valid it doesn't make it okay, it shouldn't be happening, or they should not call them instant cast because they are not.
I would just be happy if Stoneskin had a party wide cast while out of combat. XD
Not to mention benedction, Hallowed Ground and Holmgang activating a teeny bit too late and your "oh sh*t" button turns into an "oh FFS!" button instead XD
This isn't just these spells, but is a fundamental way with basically every status applying ability in the game. This is the same reason you can't use Bane immediately after applying your dots - if you cast Bane too fast, it will skip the last spell such as Bio because Bio's animation hasn't completed. If a BLM transposes too fast, it can glitch and not work correctly, the same reason a BLM has to cast another Fire before they can use their Firestarter proc. The same reason why Benediction and Hallowed Ground and Lustrates are always too late.
Spells have a cast time for a reason (which is long enough as is). It is expected that when that cast time completes, the spell takes effect. Instead we must wait another 0.5 - 2 seconds for the spell to actually take effect due to its animation.
For the most part we have adapted to this strange effect delay and learnt to play in spite of it, however it is a problem brought up time and time again and SE really needs to sort it out.
I've also noticed this too but it's not an incident isolated to just those spells. It's just the way the game handles from the skill activating to it actually taking effect. I find stuff like Medica I/II , Cure III and Protect to be a bit of a different case. The spells take effect but for some reason, it heals everyone 1 by 1 rather than as a single cluster. Not sure if the sequence has any logic behind it.
Just par for the course with this battle system. It looks nice but it sacrifices function over form.
Same with any other thing...
Benediction goes off target still dies, Hallow ground goes off but you still die etc etc
The timing is off with practically everything in this game. Boss AoE hit detection happening way before the animation finishes is also an example. I think something is fundamentally flawed with the server engine.
It needs to do more checks against the client for a more synchronized experience. This is also why i believe physical EU servers (for its intended purpose) is a bad idea and a huge waste of resources. (I play in the EU by the way)
This also won't help the international community that exists on the JP servers. I have never played a game that suffers so bad from high latency.
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