Could also only show nameplate on self.Go into the settings and turn off as many non-relevant battle effects as possible. Alliance raids and things like hunts are just bad. Hydalen have mercy if someone pops a caster LB while something important is happening!
The lock between most oGCDs is ~1 second though, so recast and error displays really aren't going to help you. In fact, they'd probably hurt you - you'd wait for the timer to finish, then pop the second oGCD, and adding in your reaction time would cause you to frequently clip your GCD.
Viable workaround: Pop the first oGCD, mash the button for the second the moment the first one's icon dims out.
This sounds like an actual latency problem.
I think some people are not understanding what OP is asking for.
You know how when you're mid cast all your skills are darkened until the GCD is over? Apply that dimming to when animation from abilities won't let you cast anything as well, dim abilities during the full duration of the animation lock, because you can't use any skill while the animation lock is up anyways.
Now I'm not sure how easy this is to implement, as the animation lock length is different for every ability.
Considering how long these have been the case, I'm fairly confident these are working as intended.
They aren't designed to be abilities to use in case of emergency, as handy as they would be. They are for planned use.
http://king.canadane.com
there are work arounds for stuff like this tho, not specifically bene and HG, but go on war, use butchers block..takes pretty long for aggro to set and dmg number to register, right? now use that same BB, but throw in a random OGCD, it will entirely skip the BB animation, and the dmg numbers will show immediately and aggro will be applied immediately, its not entirely the same with OGCD vs OGCD, but i dont feel like this is working as intended as much as its "working as much as the server allows" theres alot of cases, animations are simply (outside of obvious animation locks like DRGs jumps and so on) aesthetic, what really matters is the programming, which is why u can step out of an aoe after the cast goes off and still get hit before the animation, or u can run back in during the animation when the cast bar goes off and the skill isnt finished. With bene, the animation has very little to do with the skill hitting sooner or faster, its simply set to hit when it hits, most likely intentionally by design, but also most likely due to some server constraint and coding to make it where it CANT be appplied immeidately for whatever reason, its seen in alot of other cases, festering immediately after applying a dot and the fester will do nothing (or half of what its sposta do if u have the first dot up already) because your fester registered BEFORE the full dot actually took place. same with bards dots and that one skill etc
Last edited by LeeraSorlan; 01-08-2018 at 01:31 PM.
Could somebody give me an example so I can understand what the OP is trying to convey? I've not experienced this, or maybe I have and didn't realize that's what he's talking about. I use an AST, RDM, DRK, PLD, SAM, and now, a lvl 60 SMN. If you could give me an example from one of those, I could understand a little more and possibly add some thoughts.
He essentially means the delay in off global cooldowns..for example, on Sam, tap (one single time) Hagakure and then immediately without waiting, tap (one single time) meikyo shisui. Chances are, that meikyo shisui will NOT go off unless you are button mashing the abilities one after anotherCould somebody give me an example so I can understand what the OP is trying to convey? I've not experienced this, or maybe I have and didn't realize that's what he's talking about. I use an AST, RDM, DRK, PLD, SAM, and now, a lvl 60 SMN. If you could give me an example from one of those, I could understand a little more and possibly add some thoughts.
Thats basically what he means, This game is very button mash heavy to ensure your next ability is "locked" into the que and will used.
Well my example actually isnt the best, those type of abilities are short and to the point, its mostly damaging abilities that have the most issue
Last edited by LeeraSorlan; 01-08-2018 at 01:42 PM.
No, I understand more now. I am the button masher type...I will keep hitting a GCD just to ensure it'll actually go off, and if I know the hit an oGCD, I hit that at least twice. But I am also on controller, so that might be a part of why I'm personally not seeing an issue. Hmm...OP, maybe try that...I know it might be a bit different, especially in a chaotic fight, but maybe you could get into the habit of hitting your oGCDs multiple times to ensure they go off?
+1 because we have all presses Benediction or Hallowed ground only for it to not work INSTANTLY cause of animations, and we take the hit before the effect takes place.
Oh and the cooldown for the ability goes off even though we died before the effect happened, wamp wamp
Hallowed and benediction are delayed intentionally. I believe they have even that Ed this. There are skills they have adjusted to be instant, yet those 2 have been left as is.
the problem is not really the animation lock, while part of the problem, but the real problem is you can only queue one skill at a time.
when you are in an animation and clicking an off-gcd, the off-gcd will activate when the animation is over. when you are clicking another off-gcd or try to queue the next gcd skill before the animation is over, the skills will not activate properly because you are trying to queue more than one skill at a time.
the solution would be to let us queue more than one skill at a time (but then you maybe press so many buttons that you kind of lose control over you character, because the queue is too long).
Last edited by Tint; 01-08-2018 at 06:00 PM.
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