I've already talked about it in another thread but I would like to add it here too since this seems to be the closest to an "official" thread for collecting feedback.
Tl,dr: It seems like whenever an attack of yours is technically interrupted (for whatever reason) but the animation still plays out fully you get the worst of both worlds: no effect is triggered but the skill also counts as "executed".
If you used an oGCD it is now on cooldown and you’ve wasted it, if it was a GCD skill you'll get the GCD delay accordingly.
(Bold font for easier readability bc the text is so long.)
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This problem includes (but is probably not exclusive to):
1) When you die but your skill's animation still plays out fully
2) When your target dies to somebody else but your animation still plays out fully
3) (if I'm not mistaken) when people move around with skills such as teleports or jumps (not sure about dashes) -- I'm a bit hesitant here because I think I have observed this a couple of times but I can't rule out that my observation is incorrect on this one.
(Ironically, if somebody just runs out of your line of sight but your skill finishes casting, they do get hit.)
That's all I have noticed so far but perhaps there are more instances.
I do not think this can be counted as other people just "dodging" because a) AoEs should still affect everyone who gets hit by them. However this is not the case. Your AoE damage/utility gets lost in the void for good if your target becomes "unavailable". As a result everybody standing close to them remains safe/unaffected as well.
And b) it doesn't respect skills' usual "moments of impact" (more in a second). It just outright ignores them even when the point in the animation where damage and effects are normally registered has already played out (and should therefore have triggered effects).
What I mean with "moment of impact" is that for many skills their damage and effect are actually not registered at the very end of their animation but at that point in the animation where it visually "hits" the opponent (ignoring server delay for a second).
It's easily visible when using spells. After a spell visually touches a target and the damage/utility is applied the animation still has a visual resolution (flames dissipating, laser beam continuing to shoot etc.).
You can test it on a dummy and find out for your skills when exactly in the progress of their animation the damage and effects are registered according to the feedback on your screen (again, ignoring the discrepancy between processes on the server and the player's device).
Regarding my point from the beginning, this means even if your skill is technically nullified long after it should have hit according to the animation, it just flat-out doesn't count.
This makes "last moment" reactions like sending out one last attack/(de)buff before you die impossible, even though according to the animation you still had enough time to do so.
It is particularly frustrating when you lose defensive utilities like healing tied to the hit of your skills (e.g., healing on White Comet), esp. if they might have saved you had their effect been counted.
I'm not sure if this is a server delay thing because in my observation it happens categorically, even in games where your screen feedback and actual in-game events (seemed to) have more or less aligned so far.
(I wonder if there is just some priority system at works here if that makes sense from a technical standpoint?)
Either way, it is very, very frustrating and feels really unfair because you either lose resources frequently to things you can’t control. Or in the case of your death the entire gameplay aspect of “split seconds reactions” seems to have been “removed”/turned off (unintentionally or not). So when you’re certain you’re about to die you might just as well not bother pressing any buttons for some last actions because that stun you want to throw out for your remaining party’s benefit? Doesn’t work anyway in my experience.
I’d be very curious to know if others have experienced this as well or if this could somehow be a problem on my part.


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