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  1. #11
    Player

    Join Date
    Mar 2011
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    412
    I agree.
    When tanking with GLA I would like to know the difference between when Deflection goes off and when Parry goes off. There has been times when I see a 0 and hit Phalanx but it was a Parry.

    And as was said before, when parry does a partial reduction it makes it even harder to notice.
    (2)

  2. #12
    Player
    Roaran's Avatar
    Join Date
    Mar 2011
    Posts
    675
    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Well here's what I do, I only use one log set to filter out only other people's actions and attacks that are unsuccesful against me or my unsuccessful attacks. Everything else is left alone, and I'm basically left with my hits and enemy hits apart from the usual chat/system messages.

    Now, this is enough for me, but it can be filtered even further if you still cannot manage that. Then I have a macro for fracture set for ALT+1, on my controller I use R2, and because it is set to my first slot and because I normally leave my cursor over that slot, all have have to do is hit R2+X and my fracture will go off.

    Now, I NEVER pay attention to parries when I'm not tanking except for great buffalo where you can take some incidental parries. When a mob turns on me I use foresight and we're all ready for that first parry, so your particular greivance is only really applicable on partial parries. So when I'm tanking and foresight is down, I'm watching EITHER the chatlog, which states whether or not I have parried, OR the monster and my character, which displays BOTH an animation and a numbe relaying this information to me. Either way, the information is there, clearly visible and when I see this information my eyeballs send a message to my brain and my brain interprets the words "Partial Parry" or the animation of my character blocking or the clearly reduced damage to mean omg I have parried. THEN I hit R2+X.

    Still not trying to be an asshole, but it is hard. At some point if you can't do this then maybe your eyes need checked, or maybe you'd rather have the game say, "PARRY.... PARRY.... PARRY" (Reminscent of those house of the dead games that kept telling you "RELOAD RELOAD RELOAD".

    The only other point I can see is that you wan't it to say PARRY clearly, because you cannot interpret the already available information to come to this conclusion fast enough? I can understand that at least, I just hope SE would give us an option to not have multiple pieces of useless and redundant information.
    (0)

  3. #13
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    The point is that evade and miss have visual word indicators that pop up on your screen, parry should have one too. It's not about the fact that you can interpret data from other areas to discern parry, it's about making it equal to other similar actions in terms of visibility.
    (2)

  4. #14
    Player
    Archadius's Avatar
    Join Date
    Mar 2011
    Location
    Ishgard
    Posts
    1,304
    Character
    Arcadia Aurora
    World
    Balmung
    Main Class
    Dark Knight Lv 91
    Quote Originally Posted by Arcell View Post
    The point is that evade and miss have visual word indicators that pop up on your screen, parry should have one too. It's not about the fact that you can interpret data from other areas to discern parry, it's about making it equal to other similar actions in terms of visibility.
    Evade and miss have animations as well, so I think this makes sense. Unless of course SE decides to remove all occurrences of words popping up.
    (1)

  5. #15
    Player

    Join Date
    Mar 2011
    Posts
    359
    Quote Originally Posted by Roaran View Post
    Well here's what I do, I only use one log set to filter out only other people's actions and attacks that are unsuccesful against me or my unsuccessful attacks. Everything else is left alone, and I'm basically left with my hits and enemy hits apart from the usual chat/system messages.

    Now, this is enough for me, but it can be filtered even further if you still cannot manage that. Then I have a macro for fracture set for ALT+1, on my controller I use R2, and because it is set to my first slot and because I normally leave my cursor over that slot, all have have to do is hit R2+X and my fracture will go off.

    Now, I NEVER pay attention to parries when I'm not tanking except for great buffalo where you can take some incidental parries. When a mob turns on me I use foresight and we're all ready for that first parry, so your particular greivance is only really applicable on partial parries. So when I'm tanking and foresight is down, I'm watching EITHER the chatlog, which states whether or not I have parried, OR the monster and my character, which displays BOTH an animation and a numbe relaying this information to me. Either way, the information is there, clearly visible and when I see this information my eyeballs send a message to my brain and my brain interprets the words "Partial Parry" or the animation of my character blocking or the clearly reduced damage to mean omg I have parried. THEN I hit R2+X.

    Still not trying to be an asshole, but it is hard. At some point if you can't do this then maybe your eyes need checked, or maybe you'd rather have the game say, "PARRY.... PARRY.... PARRY" (Reminscent of those house of the dead games that kept telling you "RELOAD RELOAD RELOAD".

    The only other point I can see is that you wan't it to say PARRY clearly, because you cannot interpret the already available information to come to this conclusion fast enough? I can understand that at least, I just hope SE would give us an option to not have multiple pieces of useless and redundant information.
    Or they could simply give a visible indication instead of your roundabout solution to an inherent game flaw. Animations jam, and your solution is to just watch my chat log? Sorry I don't feel I should be required to read a chat log while playing a game to be effective.
    (1)

  6. #16
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Archadius View Post
    Evade and miss have animations as well, so I think this makes sense. Unless of course SE decides to remove all occurrences of words popping up.
    Which I don't think they would do considering that's one of the first things the new team created lol.
    (0)

  7. #17
    Player
    Roaran's Avatar
    Join Date
    Mar 2011
    Posts
    675
    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Seikninkuru View Post
    Or they could simply give a visible indication instead of your roundabout solution to an inherent game flaw. Animations jam, and your solution is to just watch my chat log? Sorry I don't feel I should be required to read a chat log while playing a game to be effective.
    Its not a roundabout solution lol.

    When you look at Miss & Feint, ALL you have is the fact that you SEE "miss!" and no damage or any flinching on the monster's part.

    When you look at Evade & Haymaker, the ONLY difference, from parry and fracture, is you see WORDS that give you the direct meaning of what just took place.

    So it all boils down to WORDS. When you see the words EVADE, I'm assuming you have no trouble understanding what just happened. Either from the combat log OR on the characters themselves.

    In parries case, there are no words, but instead numbers. (Chat log clearly says parry, so there really is no argument to change parry in this case unless you are suggesting a change to evade and miss as well)

    You see a 0 with foresight, and a reduced number for partial parries. The only possible problem that could happen, is being unable to differentiate the smaller from bigger numbers. (This is not combat log related btw, this is all displayed on the character when you take damage).

    I never really watch the combat log though, I just merely said that option is available if you cannot interpret the data already available, and I even said that I don't mind if you guys get a parry display option. But, if we go this route, there's lots of really redundant useless information we could have pop up on the screen, this is just one of them.

    Edit: I'd just like to add it's not a game flaw either, it's an effective means of displaying all the information necessary without having useless and redundant information popping up (Now I'm being redundant!)
    (0)
    Last edited by Roaran; 08-20-2011 at 01:30 AM.

  8. #18
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    It's not redundant and useless though. Clearly the dev team saw fit to display miss and evade despite having the same types of indicators parry does.

    Personally, the battle text is not one of my primary text logs. I don't want to be forced to designate one of them just for parry, that's ridiculous IMO. Also as others have stated, the animations do sometimes jam or not display resulting in no indication of a parry.
    (0)

  9. #19
    Player
    Roaran's Avatar
    Join Date
    Mar 2011
    Posts
    675
    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Arcell View Post
    It's not redundant and useless though. Clearly the dev team saw fit to display miss and evade despite having the same types of indicators parry does.

    Personally, the battle text is not one of my primary text logs. I don't want to be forced to designate one of them just for parry, that's ridiculous IMO. Also as others have stated, the animations do sometimes jam or not display resulting in no indication of a parry.
    Imagine this scenario. You have steadfast up and you partially parry an attack.

    It will say something along the lines of, "You have partially parried the attack and take 100 damage" in the chatlog.

    On your character it will play the parry animation, I agree that it sometimes does not play, so the game displays on your character the 100 damage. In the course of the fight, you have been taking 200 damage normally, so a 100 dmg hit would obv be a parry.

    Now let's say we add a parry indicator like evade and miss. On your character it will display a "100" and a "Parry!"

    First, you could already know that you just parried the attack with the 100. Therefore, the parry message would be redundant.

    Secondly, the parry message would offer no other additional information and would have no use. Therefore, the parry message would be useless.

    Now, I acknowledge some people have trouble differentiating small numbers from big numbers, so, all I ask is, if this becomes a necessary object for some people, that the rest of us please have an option to turn it off. Because for some of us, it is entirely useless and redundant.
    (0)

  10. #20
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    The parry message isn't useless though as it tells you explicitly when you parry. Are you saying the evade message is useless also since it appears in the chatlog, there's an animation for it and you take no damage? I'm just asking for it to be put on the same visual level as other similar abilities.
    (1)

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