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  1. #51
    Player
    RLofOBFL's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    787
    Character
    Lala Yuki
    World
    Excalibur
    Main Class
    Paladin Lv 70
    I think Bene & Hallowed are supposed to have an animation lock since they're very overpowered. But then why is the CD so insanely long? Nothing makes me sadder than hitting it at the last second only for it to fail & it STILL counts as used. Rip 7 minutes.
    (4)
    http://na.finalfantasyxiv.com/lodestone/character/12116351/


  2. #52
    Player
    JunseiKei's Avatar
    Join Date
    Sep 2013
    Location
    The Mist, Ward 9, Plot 2
    Posts
    1,800
    Character
    Xoria Tepes
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Most, but not all, skills create their effects at the end of their animation. But that release timing is a purposely constructed limitation, not a necessity. That said, because these timings have latency both to start the animation and to check that the animation has completed, you will see a seemingly disproportionate increase in delay as ping increases.

    And the latter, as in the Bio-Fester example, is why most MMOs have a more frequent server poll (or "tick") than XIV's...

    I don't think either breaks the game by any means, but they don't have to be the case, either.
    Most MMOs, like WoW, have a 1 second skills with instant global tick. FFXIV runs on a 3 second one and is slower paced. Everything you do has to adhere to that 3 server tick. Had to explain this to a tank the other day, as they were popping CDs just as the tank buster was about to finish casting. Sometimes server tick will be in your favor and you will just happen to catch the window to apply the CD before the attack. More likely than not, you missed the window and are going to take it completely unmitigated.

    What that particular tank was calling lag was completely misunderstanding the way FFXIV functions at base level.

    Quote Originally Posted by Bourne_Endeavor View Post
    I disagree, if only because no other tank cooldown works that way. If you pop Shadow Wall, the buff is instant despite the animation playing out yet for Living Dead there's a delay. Same for Benediction. There just isn't any benefit to delaying these abilities, but the drawback more than likely results in a death. It's particularly bad with those two aforementioned abilities since the entire purpose to wait until your HP is low enough to get the most out of their effect, albeit LD works a bit differently. If a mob or boss unexpectedly crits, tank's dead. I wouldn't necessarily call it broken, but it's still not a good component imo.
    As I said, most of these have the skill used and then the animation. Hallowed Ground, Benediction and Living Dead all use a small animation first, then cast the skill. As I said, simply consider these skills to have a roughly 1 second "cast" due to animation and you'll be golden.

    Quote Originally Posted by ErryK View Post
    I'll give you the Bio thing, but Hallowed Ground and Benediction absolutely need to be fixed, they are broken as is. Animation lock doesn't explain how if I use it while moving, it applies and the animation of the character is skipped, but the skill's own visual particle effect is not, and if I take damage while the animation is going, I/they die. They are broken, period.
    Quote Originally Posted by YISUG View Post
    bene is useless half of the time, it would be nice to change the animation of it to something like tetragrammaton or lustrate , it takes 2 secs to execute bene's animation
    In this regard, the instant means can cast while moving. The animation still needs to play out. It's possible to ask SE to change the animation so that the skill comes out first, then an animation, but that doesn't make it broken. To me, this is akin to complaining about the healer LB3 locking a healer in place for so long (which is also not instant, and has a massive animation lock- probably the longest in the game). That's just how they designed the skill to work, so work around it. Again, that doesn't make it broken.

    Come on guys, this is a video game. Timing does play a massive part in it and you have to time these particular skills. You're talking about CDs that are 5 and 7 minutes long.

    EDIT: Give me a recording of these skills recorded at 60 FPS on a game running at 60 FPS. Will tell you exactly how many start up frames they have so you never miss it again.

    Quote Originally Posted by Canadane View Post
    Yet all the abilities designed to cause invulnerability in some fashion work exactly the same. Seems like it's by design rather than some unintentional side effect.
    (0)
    Last edited by JunseiKei; 02-13-2017 at 06:08 PM.

  3. #53
    Player
    Squigley's Avatar
    Join Date
    Feb 2016
    Posts
    191
    Character
    Miko Yaong
    World
    Cerberus
    Main Class
    Scholar Lv 81
    My wish: DoTs in 24 mans. They've been broken for ages and they'll probably be broken in the future too. Yes, I'm referring to the 'Can't see 'em but Fester dmg numbers show that they're up' issue.
    (9)

  4. #54
    Player
    Yeol's Avatar
    Join Date
    Jan 2016
    Posts
    1,299
    Character
    Dr Yeol
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Squigley View Post
    My wish: DoTs in 24 mans. They've been broken for ages and they'll probably be broken in the future too. Yes, I'm referring to the 'Can't see 'em but Fester dmg numbers show that they're up' issue.
    Even though I have the option set to see only my own DoTs, it bothers me that I cannot see them in 24-man.
    (0)

  5. #55
    Player
    ErryK's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    2,424
    Character
    Ethan Vayne
    World
    Ragnarok
    Main Class
    Sage Lv 100
    Quote Originally Posted by JunseiKei View Post
    In this regard, the instant means can cast while moving. The animation still needs to play out. It's possible to ask SE to change the animation so that the skill comes out first, then an animation, but that doesn't make it broken. To me, this is akin to complaining about the healer LB3 locking a healer in place for so long (which is also not instant, and has a massive animation lock- probably the longest in the game). That's just how they designed the skill to work, so work around it. Again, that doesn't make it broken.
    So then it is broken, it needs to be fixed to take into account the animation lock, if a skill says instant, it should be instant time-wise, that's what all skills that say instant mean. If what I'm saying is wrong, then all the GCDs available to melee classes, BRD and MCH, as well as BLM's Scathe and SMN/SCH's Ruin II and Miasma II, should be fixed to say 1-second cast. It is absolutely broken if the majority work one way, and the minority work another way, that's misleading.

    All LB3's lock people in place for a certain amount of time, this is why we don't call it broken, also due to the fact that it does tell you it has a cast bar, it's right on your screen when you do it. But there's no cast bar on the invulnerability skills and Benediction.

    Telling me to work around something that is misleading isn't right. And in most cases, shouldn't be right.

    Quote Originally Posted by JunseiKei View Post
    Come on guys, this is a video game. Timing does play a massive part in it and you have to time these particular skills. You're talking about CDs that are 5 and 7 minutes long..
    Timing does play a massive part, especially when the skill says instant, but it isn't instant and allegedly has a 1-second timer on it to actually work. Sorry, that's BS to me.
    (2)



    Baby, tell me, what's your motive?

  6. #56
    Player
    seekified's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    896
    Character
    Karis Angara
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    - New launcher. It's been three and a half years, and the current one has been fraught with various issues for a long time. There should be redundant patch servers along different Internet routes (simple, dumb file servers) and/or P2P support in the patcher, along with some automated download error handling with fallback locations so that all these "unable to download" problems go away.

    - Rehauled menus. This is one I'm actually thinking they'll get some progress on with Stormblood, since one of the things we know the PS3 had problems with was UI elements. Specifically, a simplified character menu without all the useless stats, and simplified retainer menus (try setting a specific asking price with a controller).

    - Inner Beast/Fell Cleave and Steel Cyclone/Decimate should be two skills instead of four and change depending on stance, saving us the trouble of using macros that are slow and can mess things up. They did this with Equilibrium, it shouldn't be a problem.

    - The debuff limit has to be raised, both the visible and the total. 30/60 is ridiculous when a single SCH/SMN can apply 7+.
    (2)
    Last edited by seekified; 02-13-2017 at 10:46 PM.

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