


That doesn't work in the actual game since enemy TP move activation is random and highly variant depending on the party makeup.
skills that dont allow for you to dodge with your fastest skills level of animation lock (some are shorter than others, like light strike on pug is really fast, as is stab on gladiator) are probably not meant for YOU to be able to dodge, but lancer on the other hand probably can. Some tp attacks are meant to be tanked, and some are meant to be dodged, this goes to knowing your enemy, and knowing the limitations of your charachter. Its also tactics in how much you do and how often you are animation locked.
And i have dodged a great many tp attacks, and gotten hit by them when i decided to go all out DD, or am in the middle of a skill, it was choice. do i move, or do i hold fast, do i attack or do i wait. This is how attacks having animation locks causes skill in play, when you choose every action. Just like in SF if i use a super, i will be locked in place longer than if i dont attack, or use a jab. Its not a foreign concept to games.
It is actually tactical and makes sense, but some people just dont want that type of gameplay, you may be among them, but it made sense.
Last edited by Physic; 05-30-2011 at 04:53 AM.



If they want end-game mosnters, Boss type and such, to focus more on tactics and moving around, they will have to get rid of the stop-to-act that goes on now.
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