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  1. #11
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,295
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    How did this get greenlit after testing? Or was it not tested?
    (6)

  2. #12
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Valence View Post
    How did this get greenlit after testing? Or was it not tested?
    I'm wondering if it feels different when your PC is plugged into a test server. Any other explanation implies serious SQEX negligence.
    (4)

  3. #13
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,295
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Doesn't matter. Tying anything to animation delays, even if it wasn't completely inconsistent all across the board, is completely insane. Of course it's gonna feel terrible and nothing will be snappy anymore. Damage was already tied to delays and it showed. Instead of working on that, they double down on delays??
    (8)

  4. #14
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Valence View Post
    Doesn't matter. Tying anything to animation delays, even if it wasn't completely inconsistent all across the board, is completely insane. Of course it's gonna feel terrible and nothing will be snappy anymore. What are they thinking?
    I suggested on Reddit they are more interested in aesthetics than gameplay. Like it sort of makes sense that a rush or dive should inflict damage when the attacker makes contact with their target. The problem, as you note, is that when that attack has an elaborate animation, the result for gameplay is a disaster.
    (2)

  5. #15
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Valence View Post
    Doesn't matter. Tying anything to animation delays, even if it wasn't completely inconsistent all across the board, is completely insane. Of course it's gonna feel terrible and nothing will be snappy anymore. Damage was already tied to delays and it showed. Instead of working on that, they double down on delays??
    We are literally just not used to this, but fundamentally it has application. Tying snapshotting to animation impact allows for reactive mitigation rather than predictive only. Likewise, damage buff snapshotting or movement have impact in the same way.

    I think we should honestly actually try to play more. We are simply too used to how snapshotting works in PvE, that's why it feels "jank". I will continue playing and keep testing the new netcode changes.
    (4)

  6. #16
    Player
    LeoBertolaso's Avatar
    Join Date
    Jun 2023
    Location
    Limsa Lominsa
    Posts
    8
    Character
    Leo Bertolaso
    World
    Brynhildr
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    We are literally just not used to this, but fundamentally it has application. Tying snapshotting to animation impact allows for reactive mitigation rather than predictive only. Likewise, damage buff snapshotting or movement have impact in the same way.

    I think we should honestly actually try to play more. We are simply too used to how snapshotting works in PvE, that's why it feels "jank". I will continue playing and keep testing the new netcode changes.
    I'll say why I prefer predictive over reactive: fun. That's it.

    I have to understand the game enough to guess what you'll do next. It becomes a higher stake game to me when we're both doing big damage and trying to out smart each other, playing with LoS, etc. etc.
    Can we predict with the changes? Sure, re-learn the timing for every ability and so on. But now everything is telegraphed. Everything is slower. The windup is felt, because the element of surprise and fast gameplay is lost. I lose LoS on an ability with a wind up and now we're back to the beginning of the animation. You make space and suddenly we're back to the beginning of the animation. Before that was the case for some, now its the case for most.

    Over all the predictive nature and fast action of pvp is what drew me to it after the big overhaul. If I could CTRL+Z 7.1 I would.
    (15)

  7. #17
    Player
    Rehayem's Avatar
    Join Date
    Aug 2019
    Posts
    754
    Character
    Yasu Naoya
    World
    Malboro
    Main Class
    Gunbreaker Lv 100
    There's no way they didn't test this... right? Because right now PvP is abysmal.
    (3)

  8. #18
    Player
    Eastwall's Avatar
    Join Date
    Jun 2023
    Posts
    647
    Character
    Jumpshot Tryhard
    World
    Excalibur
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Tykku View Post
    Yea, pretty much all this.

    Monk's dmg on phantom rush takes 2-3 weeks for delivery
    I tested with my friend. It does have advantage. You can wind's reply someone) phantom rush, then immediately lb, the phantom rush and pressure point's damage will proc after your lb removed the guard due to the animation delay, and your opponent can't try to recup against it at all because all that damage happen during the process of meteodrive. So it actually more deadly now
    (2)
    Last edited by Eastwall; 11-15-2024 at 12:32 AM.

  9. #19
    Player
    TimotheusReed's Avatar
    Join Date
    Apr 2022
    Posts
    53
    Character
    Timotheus Reed
    World
    Omega
    Main Class
    Gunbreaker Lv 100
    As a GNB main I am happy about the loss of junctioning, BUT I don't like that they removed our central Big DMG button Double Down!

    I want it back (with the Heavy effect they now added to Fated Circle) or at least give us a new Lionheart combo instead!

    Fated Circle just doesn't really look that awesome compared to Double Down.
    If they want they can also just change the animation of the new ability to Double Down and leave everything like it is.
    I personally prefer a 12000 potency button instead of 8000 and a 4000 potency buttons.

    In my opinion it also plays "clunkier" because of this.

    Put both abilities together into one again, call it Double Down and we are set.
    (0)
    Last edited by TimotheusReed; 11-15-2024 at 01:17 AM.

  10. #20
    Player
    Khryseis_Astra's Avatar
    Join Date
    Dec 2019
    Posts
    1,619
    Character
    Khryseis Astra
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    SMN here… loaded into FL last night and even though not much has really changed on my bar, for some reason I could not get Mountain Buster to work! I would press it and nothing would happen. I tried it on the Wolves Den striking dummies after and it worked fine, so I’m not sure why it wasn’t working. Also, Slipstream tool tip seems about the same, but I no longer see the ring on the ground after I cast it. Is there some sort of setting that got changed, or is it really invisible now?

    Ended up switching to PCT after I couldn’t get Mountain Buster to work. At least not much changed there, although I was hoping they’d find a way to add Hammer Stamp. lol
    (1)

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