How did this get greenlit after testing? Or was it not tested?
How did this get greenlit after testing? Or was it not tested?
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??
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.
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.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??
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.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 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.
There's no way they didn't test this... right? Because right now PvP is abysmal.
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
Last edited by Eastwall; 11-15-2024 at 12:32 AM.
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.
Last edited by TimotheusReed; 11-15-2024 at 01:17 AM.
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
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