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  1. #11
    Player

    Join Date
    Dec 2012
    Posts
    1,132
    Quote Originally Posted by Altena View Post
    Asking players to accept it, is asking us to accept poor design and response time..

    There are 2 potential cases..
    1. SE don't know how to fix it.
    2. It's a design choice.

    Both are terrible.
    Sorry but "you not liking something" isn't the same thing as "poor design".

    People need to adapt to the game system instead of demanding that the game system be changed to suit their personal tastes.

    Quote Originally Posted by Altena View Post
    Well this can also happen.
    Along with complete animation cancelations.
    Use a skill, half the animation is displayed, half of the GCD completes, then you find out that the skill didn't actually go off. This happens quite frequently with Shield Lob.
    So yes, often skills are also unresponsive, which is another glaring issue entirely.
    If this is happening frequently to you I suggest you check your internet connection. I only get this when I'm lagging. And no, not all lag is due to SE's servers.

    Regardless, this has nothing to do with your original complaint, you're just going off on a tangent to support your "unresponsive" claim.
    (0)
    Last edited by Gilthas; 11-03-2013 at 09:55 AM.

  2. #12
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Airget View Post
    dat immersion
    So important when it comes to gameplay and mechanics..

    While yes it takes time to tip a cup upside down, and the water to pour out of it - however when it comes to twitch mechanics such as popping a defensive ability a split second before you're about to get hit - it's no longer about reaction, and moves into prediction / guessing.

    Content would be a lot more interesting if you had to rely on twitch reaction rather then memorizing a set rotation of skills.

    They attempted to do a hybrid of both, which in turn leads to poor design.

    Quote Originally Posted by Gilthas View Post
    If this is happening frequently to you I suggest you check your internet connection. I only get this when I'm lagging. And no, not all lag is due to SE's servers.

    Regardless, this has nothing to do with your original complaint, you're just going off on a tangent to support your "unresponsive" claim.
    My internet connection is fine. 95Mbps down/2.5Mbps up, with 250 ping due to geographical location (which is more then sufficient). Only get the occasional spike during instances after a myth reset.

    This is also tied to the problem I have mentioned in the OP.
    - If the calculations were done once the key had been pressed, then the skill would complete.

    On top of this (and this is not due to lag), there are often skills that get "eaten" by the server. eg; I pop Fight or Flight or Convalesence, followed by a GCD skill.
    The CD of the ability goes off, yet the buff is not applied.

    This is presumably due to clipping the end of the animation, and the buff failing to be responsive.

    On a final note, I was unaware that your posts were about semantics.. So I will politely ignore them.
    (1)
    Last edited by Altena; 11-03-2013 at 10:09 AM.

  3. #13
    Player
    Alberel's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,852
    Character
    Alberel Lindurst
    World
    Phoenix
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Gilthas View Post
    Sorry but "you not liking something" isn't the same thing as "poor design".

    People need to adapt to the game system instead of demanding that the game system be changed to suit their personal tastes.
    For some skills this may be the case but skills like interrupts and defensive cooldowns are designed to be used in a reactive fashion and the animation delay on such skills basically defeats the purpose of them, especially once latency is factored into the equation. As it is at the moment there are situations where players have to try and time their reactive skills to be used BEFORE there is actually anything to react to. That's just bad design as far as I'm concerned.

    Take a look at silences for example, there's a reason why BRDs are generally the most preferred choice here and it's not just because they have the most readily accessible silence. BRD skills are nearly all instant and most have very minimal animation delay, their silence included. Why do other jobs even have silence if the BRD one is simply flatout better due to the animation?
    (4)

  4. #14
    Player
    Feidam's Avatar
    Join Date
    Aug 2013
    Posts
    593
    Character
    Aenn Do'chas
    World
    Coeurl
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Altena View Post
    Firestarter can proc on the next Fire (and happens often) - ie you are wasting a proc.

    For example:
    Cast Fire
    While starting next Fire, Firestarter procs.
    Finish casting Fire and Firestarter procs on this one too..

    ie you waste the first proc if you decide to finish the 2nd Fire cast.
    Honestly, IMO, that is splitting hairs because the rng just happened to give another proc. the few times I've seen that happen doesn't warrant an overhaul of the system. I'm all for the game being responsive but this IMO really is a non issue. In my experience the vast majority of fire stater procs are not back to back.
    (0)
    Last edited by Feidam; 11-03-2013 at 09:58 AM. Reason: Typo

  5. #15
    Player
    Arcturius's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    140
    Character
    Arcturius Strife
    World
    Excalibur
    Main Class
    Samurai Lv 90
    Omg the hollowed ground thing is the bane of my existence. I checked when the invincible actually happens. It not when the animation ends or when the buff goes on the status bar, it starts at the 8 second mark. That is VERY annoying. And it needs to fixed.

    EDIT The worst part is you can activate it and die and it goes on cd -.-
    (2)

  6. #16
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Tl;dr:

    Get used to it - Yoshi said it's "less stressful" gameplay.
    (1)

  7. #17
    Player
    Pinworms's Avatar
    Join Date
    Sep 2013
    Posts
    640
    Character
    Wiggly Pinworms
    World
    Diabolos
    Main Class
    Thaumaturge Lv 60
    I know when I first started playing I thought I was lagging when I wasn't. I thought I was casting when I wasn't. It boiled down to how the game handles cast times. I'd be thinking to myself - my cast bar is halfway done and the previous fire ball just hit...that's weird. Or the - I can't cast until my fireball hits idea from other games and this one being different.

    Let's just say I was fubar my first 20 levels figuring out casting, the bar, the animations, and when I can cast again. It does feel slow to me, but I played DCUO a very long time...so that might be why. I also had to move my cast bar from its original spot to the bottom right center so I could actually see it when I was playing. It blends into the game extremely easy.
    (0)

  8. #18
    Player
    Ri_ri's Avatar
    Join Date
    Sep 2013
    Posts
    959
    Character
    Kaguya Houraisan
    World
    Behemoth
    Main Class
    Thaumaturge Lv 61
    Hate to shine that white armor, but it's totally ok if you wait to see if your Fireball will proc. Or start casting heal before the tank takes damage. Or use invincible a little earlier.

    Dull would it be if we didn't have to plan ahead for anything. Almost as dull as.... WoW.
    (0)

  9. #19
    Player
    Esmian's Avatar
    Join Date
    Sep 2013
    Posts
    255
    Character
    Esmian Leithrit
    World
    Mateus
    Main Class
    Pugilist Lv 70
    I don't know if I would call it less stressful when I hit lustrate and I don't see the hp rising cause of the animation. So I end up hitting lustrate one or two more times just to make sure the tank gets healed after a big hit and end up wasting stacks.
    (2)

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