oh you can even see that type of delay in their first auto attack showcase video. the UI is server side thats why. most MMOs its client side.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
They also mentioned it had something to do with not wanting to overwrite animations so the game waits for the previous animation(action) to play out before proceding.
I also agree that using an ability between AA should not add a delay to the subsequent AA. What everyone seems to be describing is AAC/weaving AA dps. It's in several other games and if done right is wonderfully engaging.
In theory, as soon as an AA animation starts you would immediately use an ability. That ability would cancel the animation of AA, and if timed right, would be done within the natural delay before the next AA would proc.
This weaving in of abilities and weapon skills between AA to not affect AA delay and AA dps could exponentially increase TP gain and overall DPS as well as add more of an immersion factor into the AA style combat.
I'm really hoping they are looking at this approach in the next few updates to AA, mechanics, and animations. However, UI response/lag/ping need to also be very low for this to work effectively :/
I would like to see faster combat as well. I am on with this thread.
I'm not sure how complicated this might be, considering each skill has a different animation time, but why not incorporate the delay of specific skills into the delay of the next attack.Spoke with the dev. team about the concerns being brought up here. Currently, a slight delay between auto-attacks and actions have been implemented so that animations do not overlap. We will think about reducing animation times and other battle choreography going forward.
In other words, if you're weapon is a 3.5 second delay and you use a WS that has a 1 second animation time, instead of playing the animation for 1 second and then adding 3.5 seconds on top of it, have the weapon skill play its one second then subtract the animation time froming the next attack giving it a delay of 2.5 seconds. Then just force any attack to always fire off after any current animation. So a minimum delay of whatever the animation time is of a current skill would be the fastest you could attack after a skill. For example if you had a delay of 0 seconds, and you used the same skill that lasts for 1 second, the Skill would fire, play for 1 second and then once the animation is done the next auto attack would fire immediately afterwards.


Hate to say it just do it like XI and lets AA go off during skills lol
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