Dear SE: Please keep it the way it is, I enjoy the challenge of anticipation while others squirm while they play off their twitch reactions.
~Thank You!
Dear SE: Please keep it the way it is, I enjoy the challenge of anticipation while others squirm while they play off their twitch reactions.
~Thank You!
Always remember the Silver Rule:
"Treat others as they treat you!" ...or something like that.
I was only pointing out that I like very active combat. I like moving around, I like dodging. I like when I'm responsible for the damage I take more often than how lucky I am on mitigation (blocking, parry, dodge) proc'ing. Both games had that and I like it.Stopped at that point.. I will not go into Tera's Combat and how blunt it is, but there is something you need to realize before comparing it to FFXIV.
Tera = Action Combat
FF ARR = Passive Combat
2 different Types of Combat, so you are basically comparing Karate to Judo and complain about Judo not being offensive enough.
Shield Lob (Can change red text to Tomahawk and it will work perfectly Warriors)
/macroicon "Shield Lob"
/ac "Shield Lob" <t>
/marking attack1 <t>
Better "macro switching", give it a read: http://tinyurl.com/ffxivhotbars
raise animation fix coming soon, so thats 1 off your list
My favorite example of this was during a HM Garuda fight.
DF group was having a hard time, a wipe was imminant, but we had lv3 LB and I was a BRD and still near full health. (<3 Quelling Strikes)
2nd to last player dies, leaving only me. I pop Healer LB3, see everyone start to get up, party's health bars all white... Garuda kills me... fade to black and resets the fight.
The whole party still has raise sickness except for me.
So, the game knew they were raised. But still reset the grid. Why?
Get a mnk to lvl 50 for dragon kick. The animation is ~3 seconds long and it gets cut off every time I do a skill as soon as GCD is finished. Is it epileptic and weird looking? Dunno, I don't notice it because I don't pay attention to the animations. I prefer to pay attention to things that will keep me alive like avoiding bad things or my threat, or making sure I am doing all my abilities correctly to ensure I am doing max dps. Maybe if more people did that as opposed to watching at the beautiful animations, people would play better thus making everyone's life more enjoyable in the game. Truth be told, I would prefer it if the animations were something simple like a punch or a kick or a flip and that's it for the move. No need for fancy 3 second long animations. As for the off gcd abilities, they need to make those instant and have instant effect just as the op suggests. Trying to stun a 2.5 sec cast with a warrior is really tough when the animation takes 2 seconds and the stun doesn't go off until the animation is finished.
Last edited by Genesiser; 11-18-2013 at 11:40 PM.
That's fine and all, you're entitled to that opinion.
However, I don't think it takes much to see the animations while being aware of your virtual environment. I can appreciate animations while not staring at them in awe.
It's pretty condescending to assume people can't do both. You still have to watch your character's area for aoe and such. If you're not able to see the animations just as a byproduct of being environmentally aware, then you have serious tunnel vision.
I actually like that my abilities aren't all a button press away. There's a balance between game mechanics and trying to keep the fantasy of what you're playing. If you only cared about the former, you might as well just be solving math problems in a corner since that's all it is.
It should just be taken as granted that the ability is done after you character has completed their animation. That's what it takes to get the effect you're looking for. That just means things take longer to get done than you pressing a button. Is that really so unreasonable?
The game just needs to be played with that design in mind. I can understand people complaining about the lag which is an artificial delay, but not the animations which is a design decision.
It just takes being a little more prepared in most cases. Combat in this game ends up being more about timing than button mashing as a result. You more to consider than smashing your keys.
I think it's refreshing.
Taking into account the other thread that makes a fairly compelling case that SE relies on server side processing, that would mean you HAVE to wait for all animations to complete. Hence, the claim that animation lockout was working as intended.
It used to bother me that my instants were really just off-GCD, but I've grown used to it.
Personally, it seems like a lot of the complaints stem from simply bad play. I play a healer, so I understand that its not simply doing things fast but its doing things at the right time. Even with the change to res, you will still have to rely on the target to res at the right time - particularly on things like Titan HM.
Last edited by FinagleABagel; 11-19-2013 at 12:44 AM.
I enjoy the combat. To each their own though.
My XIVPad: http://xivpads.com?1749163
1.) Not really, the game can do anything it wants. They could allow you to execute every action at once, within a single second. You could, as some bosses can, cast multiple spells at once. Server or client limitiation has little impact here.1. Taking into account the other thread that makes a fairly compelling case that SE relies on server side processing, that would mean you HAVE to wait for all animations to complete. Hence, the claim that animation lockout was working as intended.
2. Personally, it seems like a lot of the complaints stem from simply bad play. I play a healer, so I understand that its not simply doing things fast but its doing things at the right time. Even with the change to res, you will still have to rely on the target to res at the right time - particularly on things like Titan HM.
2.) Yes indeed, it's important for the healer to raise from a safe spot and the dps to time it. Certain fights are more difficult to do this in than others, but it's all about coordination, and common sense. Things can happen like the freshly raised target being the victim of land slide, but these things happen.
I have an understanding of game programming and client/server communications. I'm no professional so I keep my critques to a minimum, but take care not to give them a lot of leeway on bad design choices.
Things like not being able to stack macros are a sort of an additional straw to break the camel's back, there's not so bad in themselves, but are frustrating.
Shield Lob (Can change red text to Tomahawk and it will work perfectly Warriors)
/macroicon "Shield Lob"
/ac "Shield Lob" <t>
/marking attack1 <t>
Better "macro switching", give it a read: http://tinyurl.com/ffxivhotbars
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