I have to disagree here. You seem to have latched on to the various time delays inherent in skills as the problem, but the bigger problem is the inability of players to react fast enough. You can agree with this right? You think it is because of skill delay/positional lag, but by and large it isn't. It comes from the drawing lag I mentioned earlier, which is an object prioritization problem. The first time (this has only happened twice sadly) I did Titan without any lag issue on my part or anyone else it was a completely different fight. It was hard, it was challenging even (and I still say Titan evil), but I didn't need to know where everything was ahead of time, I could just react and everything worked out. And that seems to be your real complaint: that you can't react in time without memorization. Most of the time I have to memorize titan because of the lag. Which all relates to the drawing priority lag problem.
The GCD, instant off, server side ticks, positional updates. All of these are only compounding the real problem. If that problem is fixed, they won't contribute much of an issue at all. It also would solve the fate enemy and aoe issues people have, because that is the same issue. Also why Garuda sometimes doesn't re-appear for people sometimes.
I absolutely think they need to fix the underlying issue, but that issue has little if anything to do with the timing of skills or effects as near as I can tell.
Also on regen: it isn't that big of a deal most of the time. The ads rushing straight towards you is something you should be familiar with as a WHM anyway, and learn to adapt. If you wait until the tank has solid threat before regen, it isn't a problem, and usually you can tell by boss behaviour when they are about to spawn. Worst case you kite around the tank until he can grab aggro. Usually I use regen in a fight where the tank has aggro already, but the entire party is taking general unavoidable damage. I can throw regen on the tank while I focus on group heals, or individually healing someone else who took too much damage. If you are using it as a constant part of every fight, trying to keep it up at all times, or before fights, that is the only time you are likely to have real issues with it.
Anyway, I agree we should try and point out the game flaws, but I would far rather they fixed real fundamental technical issues, before they started looking at the behaviour of existing skills or the GCD.
Sort of and sort of not. (I am a programmer, I don't currently do graphics, but I worked on a simulation 3d rendering engine in a previous contract)
The problem with any 3d rendering system is how you handle the priority of objects. To simplify what I believe to be happening here is this: AOE are a child object of Titan, so in the same way if you have too many objects on screen in FATE some will get dropped or delayed, the AOE itself will get dropped or delayed. The system prioritization is inadvertently adding an artificial delay between the time the server tells it a landslide is coming, and the time it actually shows it on screen. So instead of saying "always draw AOE first" it is doing a different type of prioritization where other events occur first. My best guess is something like this: Self -> Self Animations -> Self AOE -> Environment -> Players -> Player Animations -> Player AOE -> Enemies -> Enemy Animations -> Enemy AOE That is, when the system is overloaded/runs out of time, the things most likely to be dropped or delayed are the enemy AOE. Nice right? This explains almost every animation quirk and delay I have seen that isn't related to network lag. (Though I am not positive about the exact order, this is just a best guess, especially regarding environment. It is also possible that other players are roughly on par with enemies in terms of prioritization, in which case it is first come first serve.. definitely a tricky problem)
The point is that I believe the system needs to have an auto-prioritize to ensure things like enemy AOE are always higher in the stack than other objects so when this type of situation happens, what it drops isn't something that is so very time sensitive/important.
And yeah, I think most threads are complaint threads. There isn't anything wrong with complaining about a problem, but the key thing here is that if you want to be heard, you need to be coherent and structured in what and why, so that it is constructive criticism. This is why the Quality of Life thread got dev feedback, but most threads don't. Point by point, what is wrong, and if possible right, as well as the simplest solution you can think of to the problem.
In other words, if you want to make an impact. Put together a prioritized list of problem situations. It doesn't have to be every single problem you see, just the most important ones that you think effect "quality of life". Explain point by point why it appears to be a problem, and then list potential suggestions for improvement. If it is a good idea, that is implementable devs will take it. (Seriously they will.) But general complaints have to get sorted and filtered by the forum moderators/community support people like everything else, and the more complaint like the thread, the less likely it is to make any real impact, or even get passed on to the developers apart from "general angst in the community about x".