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  1. #11
    Player
    RyuujinZERO's Avatar
    Join Date
    Aug 2013
    Posts
    377
    Character
    K'hali Thalen
    World
    Goblin
    Main Class
    Scholar Lv 71
    Mechanical changes could be a solution to this problem.

    Take Guild Wars 2, and Star Trek Online - both have twitchy AoE mechanics like FF14, yet neither have this problem. The reason is because STO and GW2 both have a "dodge roll" mechanic, whereby the player is effectively immune to AoE's for ~1 second, they do not need to physically exit the AoE to avoid the damage, they merely have to execute their dodge roll.

    For example, in Titan players attempting to exit the plume may still get hit if they didn't exit get out more than a second in advance; with a dodge roll mechanic, the players would dodge roll out of the AoE, giving them 1 second of AoE immunity. Now, even if the server doesn't recognise them as having exited the AoE, they still didn't eat the damage. Afterall, mechanically what the game should be recognising is that people saw and responded to the threat in a timely manner, rather than quibbling to the death whether or not they reached the edge of the AoE 0.3 seconds sooner
    (8)
    Last edited by RyuujinZERO; 10-28-2013 at 11:10 AM.