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  1. #1
    Player
    Nutz's Avatar
    Join Date
    Jan 2014
    Posts
    1,140
    Character
    Monkey Nutz
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    I don't understand any of these responses. Nowhere in the OP was there a single complaint about this fight being too difficult. Several people have come back with inane responses about how it's really easy to work around the problem outlined in the OP.

    Either it's some sort of server issue, or more probably (in my opinion) simply bad design. It seems like it was just a choice by the devs to begin the animations for a particular action's effect after the cast bar ends. The result is that, for example, Weight of the land casting time ends and then Titan's animation and the explosions trigger, but the explosions don't happen until Titan throws his hands forward. It's a relatively short animation, but the effect happens at least a quarter second later than would be expected. This happens with most things though. BLMs are always casting their next spell during the animation for the previous spell, for instance.

    I believe the reasoning for this is that they don't want the animation to play in the event of a last second stun, sleep, death, out of area or line of sight, etc. To me though, it seems like it would make more sense in most circumstances to begin the animation early such that the visual effect of the damaging event (in this case weight of the land's explosion) occurs simultaneously with the cast bar filling to 100%.

    Please understand that this isn't to 'nerf' the Titan fight(s) or any other, but simply to sync up the visual data that players are primarily using with the numerical account of what's going on. I think it would be a worthwhile endeavor for all parts of the game simply because it would make a lot more sense.
    (9)

  2. #2
    Player
    Verdan's Avatar
    Join Date
    Sep 2013
    Posts
    503
    Character
    Verdan Lankost
    World
    Goblin
    Main Class
    Carpenter Lv 70
    Considering "Dodge shit marked out on the ground" is part of every boss' mechanics, any time this stuff doesn't sync up it's an issue. Whatever it is, it's gotta be on the list of fixes needed and I hope it is.
    (7)

  3. #3
    Player
    Elim's Avatar
    Join Date
    Sep 2013
    Posts
    1,852
    Character
    Elim Lovecraft
    World
    Faerie
    Main Class
    Gladiator Lv 50
    Want to know whats funny? Player characters are completely opposite. Most of our moves do not apply to their target until the animation is over. Lmao. Benediction, for example.
    (6)

  4. #4
    Player
    Xoriam's Avatar
    Join Date
    Jul 2012
    Posts
    222
    Character
    Nullifer Bones
    World
    Phoenix
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Verdan View Post
    Considering "Dodge shit marked out on the ground" is part of every boss' mechanics, any time this stuff doesn't sync up it's an issue. Whatever it is, it's gotta be on the list of fixes needed and I hope it is.
    Considering you are not lagging, if you move out of the aoe BEFORE THE CAST FINISHES, not before the animation finishes you will be fine.
    nothing wrong with Titan.

    Quote Originally Posted by Elim View Post
    Want to know whats funny? Player characters are completely opposite. Most of our moves do not apply to their target until the animation is over. Lmao. Benediction, for example.
    Gotta love them wasted benedictions.
    (0)

  5. #5
    Player
    Dhex's Avatar
    Join Date
    Aug 2013
    Posts
    1,006
    Character
    Jadus Salaheem
    World
    Ultros
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Elim View Post
    Want to know whats funny? Player characters are completely opposite. Most of our moves do not apply to their target until the animation is over. Lmao. Benediction, for example.
    Yeah but it's going the opposite direction so that makes some sense. We see it on our screen instantly - but it has to travel all the way to the server before it's recognized.
    (0)

  6. #6
    Player
    seekified's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    896
    Character
    Karis Angara
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    Basically, people are saying that the game needs to fix their unfortunate networking circumstances for them. I'm sorry, but that's not the way this works.

    Also, you should be watching the castbar to see what's happening and where you need to be - this is a necessity to clearing more difficult raid content later in the game and Titan HM was originally a very good way to force people to, well, play better.

    As for the animations vs. damage thing, that is a conscious design decision that I'm very happy with. Other MMOs look weird when damage hits before an animation is even halfway done, but FFXIV gets it right by not applying damage and heals until our visual representation of the game world tells us that a target has been affected by whatever was done.
    (3)

  7. #7
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,999
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    Also, you should be watching the castbar to see what's happening and where you need to be
    Castbar tells you the former. It gives you absolutely no indication of the latter.
    (3)

  8. #8
    Player
    seekified's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    896
    Character
    Karis Angara
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Fynlar View Post
    Castbar tells you the former. It gives you absolutely no indication of the latter.
    You can infer your required positioning by estimating how much is left of the cast. The telegraph will go up within fractions of a second of the castbar and you know you need to be off the telegraph by the time the cast completes. The problems arise when your view of the game is significantly behind the server, but I do agree that what's referred to as "the lull" shouldn't exist. That pause slows down gameplay and feels unnecessary.

    I have to say I've never had problems with this. If my character is off a telegraph by the time it vanishes, I don't get hit.

    EDIT: I think tightening up this system would be fantastic and would make battles feel more responsive, but I also think it can be a pretty dangerous thing to change a basic part of the battle system after two years.
    (0)
    Last edited by seekified; 04-24-2015 at 03:24 PM.

  9. #9
    Player
    Gyson's Avatar
    Join Date
    Nov 2014
    Posts
    777
    Character
    Gyson Kincaid
    World
    Balmung
    Main Class
    Gladiator Lv 100
    I think more than a few critics of this thread are missing a point (which I thought I spelled out clearly enough) in the opening post.

    First, I find it difficult to believe that most players monitor Titan's cast bar. Heck, going by the number of interrupt opportunities that pass by unchallenged on everything from the average mobs to dungeon bosses, I would argue that most players aren't watching cast bars anywhere. While it's fantastic that the fraction of people on this forum who are participating in this thread (which make up an even tinier fraction of the people playing the game) are apparently all cast-bar watching pros, as someone who is always tanking I feel like I can safely say that most of the time the only one staring at cast bars seems to be me (as I'm rarely able to count on the average player to help interrupt anything).

    Second, this thread is not about what people should be doing - remember, "we're apparently all pros here" , so nobody is dropping any insight bombs on anyone else. But for your average player (you know the one, that fellow who has died early *again* on Titan attempt #X) the issue pointed out in the original post is not making anything easier for anyone. It is very difficult to convince your average player that they failed to react in time when every visual indicator on their screen is reinforcing the idea that they *did* react in time. The average player is not going to want to hear a lecture about castbars versus telegraphs, or theories on video/processor lag versus network latency - on their screen they see themselves clearing the AOE-warning makers before it vanishes and/or explodes, and a) it is a lie, and b) it is a lie they're buying into. To argue with them that they were "late" at that point is to basically tell them to stop trusting their own eyes and the information being displayed on their screen. It doesn't work.

    I would argue that tightening up the animations (especially for this trial) such that the castbar and animations are more in sync would be infinitely more useful towards helping players improve compared to a futile attempt to educate everyone in the game about the quirks and workarounds for this encounter. Simply put, if Bob sees his character die in an explosion he will make a real effort to move faster/anticipate better in the future. Where as Bob seeing his character die (when standing a safe distance from an explosion) is not likely to put much effort into improving at all, because in his mind the game got it wrong, not him. And when half your Duty Finder PUG is filled with Bob's having this issue, it sucks for everyone wasting their time on that run (regardless of who is doing it right or wrong).

    We can argue about whether or not this can be fixed, but nobody should be arguing about whether or not it would be preferable to have things syncing up better (hint: it would be preferable). And yet some of the responses seem to be doing just that, which is more than a little strange.

    Side note: for the memorize and move early crowd that is proudly chiming in on this discussion - I would also argue that you are essentially screwing over the rest of the party in an effort to guarantee your personal survival. If everyone is tightly stacked to minimize the amount of traveling distance needed to clear all those "Weight of the Land' telegraphs, you must realize that by breaking formation early (even a half second early) you're causing those telegraphs to spread out more, which in turn is making escape more difficult for the people who are waiting for the telegraph as a visual cue to start moving. Perhaps you don't realize this or you just don't care, but it is what it is.
    (15)
    Last edited by Gyson; 04-24-2015 at 03:39 PM.

  10. #10
    Player
    Cutie_McSnuggles's Avatar
    Join Date
    Aug 2013
    Posts
    738
    Character
    Cutie Mcsnuggles
    World
    Masamune
    Main Class
    White Mage Lv 60
    Quote Originally Posted by Gyson View Post
    First, I find it difficult to believe that most players monitor Titan's cast bar. Heck, going by the number of interrupt opportunities that pass by unchallenged on everything from the average mobs to dungeon bosses, I would argue that most players aren't watching cast bars anywhere. While it's fantastic that the fraction of people on this forum who are participating in this thread (which make up an even tinier fraction of the people playing the game) are apparently all cast-bar watching pros, as someone who is always tanking I feel like I can safely say that most of the time the only one staring at cast bars seems to be me (as I'm rarely able to count on the average player to help interrupt anything).
    While I can sympathize with the idea of wanting cast bars and animations synced. If you're not paying attention to cast bars then how did you get past bosses like Coincounter and Chimera who's major attacks have no AOE indicators, and how do you expect to deal with mechanics in Coil many of which also have no AOE indicators? Paying attention to cast bars is a required skill to succeed in this game.

    Also, it's the tanks job to stun bosses. Good DPS will hold off on using stuns during most boss fights so they won't build up immunity.
    (0)
    Last edited by Cutie_McSnuggles; 04-25-2015 at 01:40 AM.

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