agreed. Fix the animation lock...
agreed. Fix the animation lock...
Isn't animation lock not a bug? How does it need fixing? We'll find out how long you have until combos are no longer available.
But, honestly, do you really think they won't take animation lock into account?
Jesus Christ, everyone's making a whole mess out of every little thing...
Thats how it always is.. lol, Forums are such a wonderful place eh... :/Isn't animation lock not a bug? How does it need fixing? We'll find out how long you have until combos are no longer available.
But, honestly, do you really think they won't take animation lock into account?
Jesus Christ, everyone's making a whole mess out of every little thing...
just one thing, complex combat now is great, but with latency issues, half of it may not work alot of the time therefore making complex battle, boring annoying battle
thats not a troll to you or a dig at your point, im all for complex battle too, but i'd like to see animation lock, player pos issues, other latency fixed asap so that more complex battle and other mechanics have a chance of working first.
I agree that combos on Ifrit are bad. Other mobs such as NMs are highly suceptible to combos and will be able to be brought down quickly. So I'm in favor of it. In fact, I'm in favor of multiple ways to fight. I would like to see not only combos but group limit breaks = Riot blade + Chaos Thrust + Storms Path + all at 3000 TP = Massive damage. It would be similar to Battle Regimens, with the exception that you wouldn't need any other indicator except maybe a blinking TP bar to show that a group limit break is available.
Having multiple ways to fight, whether it be Combos, Strike and Evade, battle regimens, makes the game more interesting and let's the devs have fun thinking of wonderful ways to kill us off and give us victory.
I agree they sound really cool on paper. but i do think the game and its current sever structure might be a bit of a hinderance. Still cant wait to get it in and goof around with it.
An Aware, Informed, and Critical community is vital for the success of a game.~ John "Totalbiscuit" Bain
We received some follow-up information regarding combos and issues with animation, like that which is being discussed here, so I wanted to make sure you all saw it.
"Immediately after landing [an action]" denotes the timing that the action is performed. However, if the action is evaded, it doesn't count as a successful action, which means that a combo cannot be performed. We're planning on allowing around 10 seconds (5 seconds + the time for the animations) between actions to pull off a combo.What timing exactly is "immediately after landing [an action]?" How long is the duration of "immediately after landing [an action]"?
Auto-attack, abilities and the use of items won't interrupt a combo. For example, it would be possible to perform the following actions for a combo: 1st Action > Attack buff ability > 2nd Action for Combo. However, using an action unrelated to the combo or a spell will stop the combo.Can I perform any action during a combo?
We'll adjust the placement of actions so that even solo players can perform combos. However, for opponents that attack from very close range, it may be necessary to use some creativity to pull off a combo, with stunning the opponent being a viable option.Especially for combos that require facing specific directions, would it be possible to perform combos without stunning the opponent? There are some monsters that attack from very close range, making it very difficult to face them from the rear.
Matt "Bayohne" Hilton - Community Team
Thanks for more info, Bayohne!
Thanks for the info Bay, however it still doesn't help with animation lock. I mean yes we will be able to cue our weapon skills faster but doesn't change the fact that we will still be stuck in one positioning for a short period no?
Oh and one more thing, Thanks so much Dev team for bringing back queueing.
was kind of hoping bayohne would say "We are allowing you to move mid-animation in 1.20"![]()
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