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  1. #11
    Player
    Nerisu's Avatar
    Join Date
    May 2015
    Posts
    193
    Character
    Lennard Cruce
    World
    Typhon
    Main Class
    Red Mage Lv 100
    It's the same with fester too, the additional potency doesn't register if you use it immediately after bio. I just work around it by using another ogcd first before using fester/bane. Hopefully they fix it in SB. The bio from tri-disaster doesn't suffer the same issue, though.
    (0)
    Last edited by Nerisu; 04-27-2017 at 12:40 AM.

  2. #12
    Player
    Serilda's Avatar
    Join Date
    Feb 2015
    Posts
    1,885
    Character
    Renard Lefeuvre
    World
    Yojimbo
    Main Class
    Alchemist Lv 90
    It's animation rather than a limitation; Lustrate casts much faster than Benediction but they both do the same thing (i.e. heal HP). It's certainly possible to have someone die to a late Lustrate or Tetragrammaton and have the skill go on cooldown, but it's a regular event for slower moves like Benediction, so much so that I tend to be surprised if I actually save anyone with it.

    I would certainly not object to the affected skills getting tweaked like the Mudra inputs were.

    The Bio thing is noticeable but manageable, I always assumed it was lag but I guess it could be waiting to register. I suppose it bothers me less as nobody ever died from me waiting a fraction of a second longer to Bane.
    (2)

  3. #13
    Player
    Ama_Hamada's Avatar
    Join Date
    Jan 2017
    Posts
    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Serilda View Post
    It's animation rather than a limitation; Lustrate casts much faster than Benediction but they both do the same thing (i.e. heal HP). It's certainly possible to have someone die to a late Lustrate or Tetragrammaton and have the skill go on cooldown, but it's a regular event for slower moves like Benediction, so much so that I tend to be surprised if I actually save anyone with it.

    I would certainly not object to the affected skills getting tweaked like the Mudra inputs were.

    The Bio thing is noticeable but manageable, I always assumed it was lag but I guess it could be waiting to register. I suppose it bothers me less as nobody ever died from me waiting a fraction of a second longer to Bane.
    You are right, and it is a high hindrance to PvP, because burst damage is too fast.
    (0)

  4. #14
    Player
    dragonseth07's Avatar
    Join Date
    Aug 2016
    Location
    Manhattan Beach
    Posts
    922
    Character
    Ratithgar Jovasch
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Canadane View Post
    Benediction, as well as the tank immortality skills are very clearly intentionally delayed.
    I will grant you that, but everything else under the sun doesn't have to be.

    There's no reason why all the abilities in this game have to have unclippable animations. All it does is keep you from using abilities exactly when you want to.

    Let me use 5 buffs at once if I want to. Let me stack a bunch of oGCD's into one window. It's not the end of the world if people don't see the whole animation for a spell. Let my stuff hit when I hit the button instead of a second later and let me move on to the next button.
    (9)
    Last edited by dragonseth07; 04-27-2017 at 01:31 AM.

  5. #15
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Yea. . calling it an animation lock is inaccurate, this is a latency issue. It relates to the Send Receive.

    See when you Send out Bio, it's shows on your side that Bio is active but if you use Bane right after and send that as it receives the info on the Bane it still hasn't received/refreshed the info to acknowledge the Bio on the mob and thus doesn't AOE the Bio.

    They could just change it where Bane comes with Bio on it, which could work since it would solve the issue of using both in rapid fire.

    It wouldn't make Bio useless since it could still be used on single targets and Contagion and by itself, it's not like people would just throw bane out to only AOE Bio, so there is nothing lost if they just have it where Bio is a part of the Bane effect, maybe just have it where Bane is no long off global Cooldown and suffers the same cooldown as if you used Bio.

    ---
    So basically change Bane to have "Spreads Bio/Bio II/Miasma"

    "If Bio is not present on target spreads Bio to all in AOE Radius" (If this occurs player is given a cooldown as if they had cast Bio)
    (0)

  6. #16
    Player
    ShinMetsu's Avatar
    Join Date
    May 2011
    Posts
    239
    Character
    Tetsu Kaiten
    World
    Ragnarok
    Main Class
    Gladiator Lv 70
    While i think 'animation locks' in regards to clipping animations is a good thing (not being able to use 4 oGCDs within a GCD)..
    it would be dandy if my Storm's eye didn't hit 2 seconds after i use it! Especially in PvP :<
    (0)

  7. #17
    Player
    Ama_Hamada's Avatar
    Join Date
    Jan 2017
    Posts
    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Airget View Post
    Yea. . calling it an animation lock is inaccurate, this is a latency issue. It relates to the Send Receive.

    See when you Send out Bio, it's shows on your side that Bio is active but if you use Bane right after and send that as it receives the info on the Bane it still hasn't received/refreshed the info to acknowledge the Bio on the moband thus doesn't AOE the Bio.

    They could just change it where Bane comes with Bio on it, which could work since it would solve the issue of using both in rapid fire.

    It wouldn't make Bio useless since it could still be used on single targets and Contagion and by itself, it's not like people would just throw bane out to only AOE Bio, so there is nothing lost if they just have it where Bio is a part of the Bane effect, maybe just have it where Bane is no long off global Cooldown and suffers the same cooldown as if you used Bio.

    ---
    So basically change Bane to have "Spreads Bio/Bio II/Miasma"

    "If Bio is not present on target spreads Bio to all in AOE Radius" (If this occurs player is given a cooldown as if they had cast Bio)
    This makes no sense, why would latency make bio be slow and not bane? If both are slow latency wise, that means it will take a bit for the bane to work as well. But bane goes off before the game sees bio, it is a server issue/coding in this case. I was told in a different thread it is due to " animation locks" so I named this thread in that manner.

    Whatever you call it, it should be changed, no reason to make the game so slow when it is fast pace. FFXI was not slow, so why is this one? This game is so slow with this issue, I can use spells and abilities go off on CD on some that that is dead already, ffxi did not DO THIS!
    (9)
    Last edited by Ama_Hamada; 04-27-2017 at 01:31 AM.

  8. #18
    Player
    Kuroneko_Jutah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    149
    Character
    Kuroka Jyuuta
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Back when Star Wars Galaxies was a thing there was a QoL thing they did for Jedi where all of their actions were really boring and uninspired. There were old animations from preNGE that looked nice that a lot of players asked for, but, because the game was of a faster pace after the changes, would cause animation lock.

    They just made the animation continue to play over any additional animations triggered by actions after the initial use. Granted that may not be possible in XIV's engine, but it really couldn't hurt to look into. I do like how most of the actions in this game look, but I'm not particularly fussed if a Bio animation doesn't play. :P
    (2)
    Expecting everybody to play the game the way you do is not a way to foster a pleasant experience for anybody.
    Words to live by.

  9. #19
    Player
    ShinMetsu's Avatar
    Join Date
    May 2011
    Posts
    239
    Character
    Tetsu Kaiten
    World
    Ragnarok
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Ama_Hamada View Post
    Quote Originally Posted by Airget View Post
    Yea. . calling it an animation lock is inaccurate, this is a latency issue. It relates to the Send Receive.

    See when you Send out Bio, it's shows on your side that Bio is active but if you use Bane right after and send that as it receives the info on the Bane it still hasn't received/refreshed the info to acknowledge the Bio on the mob and thus doesn't AOE the Bio.
    This makes no sense, why would latency make bio be slow and not bane? If both are slow latency wise, that means it will take a bit for the bane to work as well. But bane goes off before the game sees bio, it is a server issue/coding in this case. I was told in a different thread it is due to " animation locks" so I named this thread in that manner.

    Whatever you call it, it should be changed, no reason to make the game so slow when it is fast pace.
    Damn. Roasted by logic.
    (5)

  10. #20
    Player
    Ama_Hamada's Avatar
    Join Date
    Jan 2017
    Posts
    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by dragonseth07 View Post
    I will grant you that, but everything else under the sun doesn't have to be.

    There's no reason why all the abilities in this game have to have unclippable animations. All it does is keep you from using abilities exactly when you want to.

    Let me use 5 buffs at once if I want to. Let me stack a bunch of oGCD's into one window. It's not the end of the world if people don't see the whole animation for a spell. Let my stuff hit when I hit the button instead of a second later and let me move on to the next button.
    Why even grant that?
    https://ffxiv.gamerescape.com/wiki/Hallowed_Ground
    "cast Instant "
    Not "cast when the game feels like seeing that you used this ability and you have up to 2 seconds after using it to still die"
    (11)

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