Quote Originally Posted by Wintersandman View Post
I have never experienced an issue where it hasn't worked. It has worked very reliably and consistently for me.

Additionally if you look at the abilities mentioned like Concentrate/Internal Release they both prevent knockback effects which Deorbit essentially is.
Lag for the server sending the deorbit command, lag for the server acknowledging it on the target, lag on enemies wailing on the deorbit target (pretty sure FFXIV has a "favor the shooter" design of net code meaning until the ENEMY's computer is updated that the target's position has been moved, they can still land attacks) means that I deorbit as many corpses as I do live players. Seriously it can not reliably used as a clutch way to save someone. For instance, say you notice enemy melee start rearing up LB. Deorbit will not save him from the LB unless you cast deorbit before enemy started the LB.

If it was responsive, and could result in some clutch saves, then it wouldn't be so bad. But if your heals are on CD and they are going down fast, then they are going down, and deorbit can't save them. It feels like you have to anticipate what happens before it happens and when you do that, you really end up using it needlessly most of the time or worse, messing up your teammate.

For an ability that feels like it's supposed to be, "Oh snap, they are in danger, let me pull them out of that sticky situation for a quick save", it just doesn't deliver. Again maybe if the net code was snappier it wouldn't feel so bad.