First of all, GW2 is not remotely similar to FFXIV in this regard. In GW2, if I move out of a red AoE circle before an attack connects I will not take damage from it -- even when it's down to the last instant.
In FFXIV, the game has already decided whether or not I'll get hit by the attack before it even happens. I need to be out of the circle almost a second or so before it disappears, or my fate is sealed. There is even a brief moment of nothing, after the circle disappears but before the attack plays out, where I can move as far from the blast as I want but it makes no difference.
Second, "the games that require strict timing suffer the most" is not an excuse. As I said, GW2 does not give me any problems, nor did other action-oriented combat systems such as in Tera, Wildstar, or ESO. FFXIV is literally the only game that suffers this kind of latency when it comes to my character's precise location.
But besides that, FFXIV is not a game I would describe as requiring "strict timing." Even besides AoEs, it's not like you can dodge anything. If a monster is planning to swipe at you and you move out of melee range, the attack is still going to hit you.
Ah, thanks I will watch for the cast bar and see if that acts as a more reliable indicator. But assuming it actually gives accurate timing information, this raises two questions:
1) Why is the game able to display a cast bar with accurate timing, but it can't do the equivalent with AoE circles?
2) If the cast bar is full, shouldn't the spell/attack be happening already? Why is there such a large gap of time between when the cast bar fills, when the AoE circles disappear, and when the actual attack animation/damage occurs?
If it's just my own internet lag, then it seems odd that other games would not be affected by such things. Somehow, other MMO developers have managed to create action-oriented combat systems that require precise timing, and still play smoothly despite my "personal lag." I wonder what these other companies are doing differently, and why Square Enix can't do the same..?
Oh yeah, I get that as well. I can run out of the circle, wait for it to disappear, then run back in and be inside an explosion that doesn't even damage me.
I can't move out of AoEs until I know where they are. Regardless of when Titan's cast bar starts or ends, I can't begin to react to a Landslide until the game shows me visually where it is going to occur. If that visual graphic is in no way a representation of the attack's timing, then why doesn't Square Enix adjust it to make it more accurate? Why did they put such a significant gap of time between when the cast bar fills, and when the attack happens? There's no reason I should be able to run out of the way before an explosion blows, and still get hit by it even if I'm not there anymore, just because some "cast bar" determined where I was 2 seconds ago. Not to mention, why do we also have people here who claim not to suffer any latency, and can use the AoE graphics reliably?
If the cast bar is such an important factor in dodging and we can't trust the AoE circles, then Square Enix should come out and say so, and integrate a tutorial about it in-game. The circles are horribly misleading and not helpful at all.



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