


If you define it by movement. I would define it by the inability to use another ability due to the animation. The animation is locking you out of casting. It's why you can't cast 4 oGCD's in the same window.
I played WoW from 2006 to 2011 regularly, I'm well aware of what the gcd at 1.5 seconds feels like.You would be surprised how much faster it actually is and what difference it makes. It is quite noticeably faster when you have played a MMO with 1/1.5 GCD then switch to FFXIV. It's why its one of the main complaints with the game being slow and asking to decrease the GCD.
FFXIV is actually faster paced because of the design based around ogcd usage (and for some classes, position requirements) that wouldn't work with a 1.5gcd or 1 sec gcd.
Most of the complaints about it being slow come from those who are at lower levels as the game (unfortunately) takes a while before you get enough abilities to start filling those ogcd spaces.


To me is slow, I can't chain skills ogcd fast enough.I played WoW from 2006 to 2011 regularly, I'm well aware of what the gcd at 1.5 seconds feels like.
FFXIV is actually faster paced because of the design based around ogcd usage (and for some classes, position requirements) that wouldn't work with a 1.5gcd or 1 sec gcd.
Most of the complaints about it being slow come from those who are at lower levels as the game (unfortunately) takes a while before you get enough abilities to start filling those ogcd spaces.
You're also talking about a different job and ability set.
My point about Bio and Bio II not being an animation delay is specific to Bio and Bio II.
You're right about the points you're bringing up related to those abilities...but I'm not talking about them.
Then you are using a different definition than most.
The widely accepted definition is an animation you can not cancel out of.



That could restrict movement or casting or both, then, couldn't it? If it's simply defined by being unable to cancel it, what it locks you out of doesn't really matter. Jump locks my movement, but also my casting.
Regardless, whatever you want to call it, that is what my personal gripe is with.



Again, skills all follow a 3 second server tick for registering if something was applied or not. This is the same for popping tank cooldowns (and why you can [sometimes] Ironjaw 2 seconds after DoTs "vanished" from a mob and they will be refreshed [because of server tick]). If you want to know when the tick is, pop sprint and watch your TP come back or watch your MP ticks (this was used in Alex 4 to have 1 person die to 2 mobs and effectively by-pass the mechanic, raising the raid with healer LB3). Bio follows this rule: you need to have the server tick register Bio was placed before you can Bane; depending on the tick, you may be able to do this immediately. However, most cases will have you wait a small amount of time before using Bane.
Skills like Benediction, Hallowed Ground, Living Dead, etc. effectively have a 1 second animation cast. Just because they say instant doesn't mean they are instantly cast. It only means you can move and use it at the same time without it being interrupted. Even when using swiftcast (the oGCD that removes casting and makes the move "instant"), you still suffer the animation for swiftcast AND the skill (still giving swiftcast + the skill a 1-2 second animation that will always need to be done).
Jump and Assassinate both suffer from animation. The difference being their animations are noticeably longer due to moving forward to their target and back to their original positions. Most skills do not require you to return to your starting position like these two skills and therein lies the real issue. If you could move your original/starting position, you'd probably remove the issue people have with these two skills killing them. Unless, of course, they don't realize they are in two places at once.
FFXIV is not a game with animation-cancelling like you would see in another game like Black Desert Online or TERA. You will always do the animations.
The last is incorrect - there are a number of animations that you can cut short based on what you do next.
The first point about it being variable is also incorrect - when I was testing Miasa versus Bio or Bio II for when you could activate Bane earlier, the time that I could activate Bane and have Bio/Bio II register was the same every single time. Now, unless I just happened to match up with the server ticks the exact same way over dozens of tests, then there is not a variable tick that you have to wait for when it comes to Bio that can let you cast it immediately.
You do have to wait for it to register, but the time it takes to register that you put Bio on the target is the same every single time. It's just not an issue of the animation in this specific case, as it uses the same animation as Miasma, which applies immediately every single time. Other abilities do have the damage/effect tied to the animation - the Ninja silence, for example, where you have to wait for the blade to hit the ground. For whatever reason, Bio and Bio II don't.
Last edited by Berethos; 04-30-2017 at 01:40 AM.
You are right, I did a swiftcast miasma and the bane hit it, no matter how fast I try hit bane right after, Bio and bio II the bane will not transfer if you hit it too fast.The last is incorrect - there are a number of animations that you can cut short based on what you do next.
The first point about it being variable is also incorrect - when I was testing Miasa versus Bio or Bio II for when you could activate Bane earlier, the time that I could activate Bane and have Bio/Bio II register was the same everysingle time. Now, unless I just happened to match up with the server ticks the exact same way over dozens of tests, then there is not a variable tick that you have to wait for when it comes to Bio that can let you cast it immediately.
You do have to wait for it to register, but the time it takes to register that you put Bio on the target is the same every single time. It's just not an issue of the animation in this specific case, as it uses the same animation as Miasma, which applies immediately every single time. Other abilities do have the damage/effect tied to the animation - the Ninja silence, for example, where you have to wait for the blade to hit the ground. For whatever reason, Bio and Bio II don't.



In my opinion, if they remove animation lock they should also adjust the animations.
As we stand, characters already are clipping animations.
Abilities that do not do actual attacks, such as Mudra, or Sheltron, the character themselves shouldnt need to perform a physical body animation. They could show the "magical" part of the animation, but I highly suggest they remove the "physical body" animation the character performs.
If not...
and they remove animation lock..
the character will look absolutely ridiculous. Especially come level 99 with skill speed being as high it will be. Your character will never ever ever finish an animation, and will look completely absurd.
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