It was the timing critical and position critical Boss battles that made it a problem though. Did anyone complain about animation lock while xp grinding?
To draw a parallel:
Nobody ever complained that Link in 'The Legend of Zelda' (NES) couldn't jump because the game never required him to.
Conversely:
People were extremely frustrated over the unforgiving jumping mechanic in 'Castlevania I' (NES) because the level designs in that game
required absolute precision jumping.
Ideally, I'd prefer that
Chaos Thrust (it really is the best example) change from a total animation lock length of ~4 sec to 2.5 sec
Allow a total cancellation of the move up to the point where the first hit connects (using jump button), and allow movement immediately upon the 3rd and final hit.
Any time between those two points, you are committed to that move
and that spot on the ground.
(I think we actually agree on the basic idea here. We might just have different ideas of where to set the margins)
I can't argue with what were obviously animation bug/limitation issues in FFXI. Raises caused all sorts of havoc with animation priority in that game and some of the weird stuff that happened was almost comical