Quote Originally Posted by SkyeWindbinder View Post
Actually, saying it's a poor function is an opinion. You are obviously of the opinion that it's not a poor function. Holy crap, differing opinions! On a forum thread! Who'd a thunk this could happen? It's a sign of the end times! lol

I, personally, don't like how animation lock was implemented in this game. I think it's a much better design to simply make spells or moves that require a character to stand still be cancelled when a character moves. It just makes more sense to me. Also, chill out with the F bombs, dude. It's just a thread about animation lock, it's not that deep. Calm down.
Saying something is an opinion is an easy cop out of a discussion, rather than discussing what is wrong/right with WELL IT'S AN OPINION SETTLE DOWN JEEZ. I've already stated that I don't care if we keep Animation lock or not, since it was poorly implemented. But to abolish it completely rather than fix it seems to be a common train of thought on these forums. I really don't care either way.

Quote Originally Posted by Alhanelem View Post
No. Not having animation lock doesn't make proper timing UNimportant. You still have cooldowns to deal with and animation lock doesn't mean there is no non-animation based locking. Any locking that exists should make sense based on when it would make sense to be able to move, not just arbitrarily locking you from start of animation to finish. When I feel like I should be logically able to move by instinctively pressing buttons, i expect my character to move. That happens in most every game (even those touted as examples of good animation lock) except this one and XI. Your character does not need to be held in place during wind up and wind down.
When did I imply that timing was not important without animation lock? I've said that animation lock made your timing far more important. You're referring to the server/game lag. Not animation lock. XIV's animation lock is horrid, but the concept in general isn't bad at all, which many seem to be implying in this thread.