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  1. #10
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    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    377
    Quote Originally Posted by Jinko View Post
    I don't think dealing with animation lock is a skill... its more a necessity.
    I don't totally agree with this.

    For instance, dealing with mobs animation lock is a skill, it allows us to avoid some of their most punishing attacks. In this case the chance of being avoided is a trade-off to the strength of the attack, from the mob's perspective.

    It's the same for players. You could auto-attack the whole fight, or take the risk to launch greater damage at the expense of being hit by a mob special attack.

    What makes me further think that it is actually planned that way is the self combo system. That would have to be the most punishing animation lock. If you throw 2-4 WS in a row, you deal considerable damage in a short amount of time for a ridiculous amount of TP and more importantly, a large part of the combos include possibilities to alleviate the risk of animation lock, such as "stun" or "pacify" effects.

    So yeah, I think animation lock is part of the game design, and like some others say, the absence of animation lock for doomspike was "corrected" in the last patch.

    That said I would like it to be more fluid and less punishing, either by making it a bit faster, or by at least reducing, or removing, the lock before and after the actual animation
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    Last edited by northernsky; 04-03-2012 at 11:43 PM.