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  1. #51
    Player
    Berethos's Avatar
    Join Date
    Sep 2013
    Posts
    1,195
    Character
    Celie Lothaire
    World
    Maduin
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Remus View Post
    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.
    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.
    (0)

  2. #52
    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 Felis View Post
    Can you still move while casting? If yes, then there is no animation lock.
    Animation lock lock your character on the spot until the animation end.
    It is not about spell effect, but about character mobility.

    Ask 1.x players for more informations about animation lock
    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.
    (2)

  3. #53
    Player
    Berethos's Avatar
    Join Date
    Sep 2013
    Posts
    1,195
    Character
    Celie Lothaire
    World
    Maduin
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Neophyte View Post
    Animation delay was just wrong wording.
    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.
    (0)

  4. #54
    Player
    Berethos's Avatar
    Join Date
    Sep 2013
    Posts
    1,195
    Character
    Celie Lothaire
    World
    Maduin
    Main Class
    Paladin Lv 90
    Quote Originally Posted by dragonseth07 View Post
    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.
    Then you are using a different definition than most.

    The widely accepted definition is an animation you can not cancel out of.
    (0)

  5. #55
    Player
    Driavna's Avatar
    Join Date
    Sep 2013
    Posts
    1,459
    Character
    Elara Almasombria
    World
    Sagittarius
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Berethos View Post
    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.
    To me is slow, I can't chain skills ogcd fast enough.
    (5)

  6. #56
    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 Berethos View Post
    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.
    (1)

  7. #57
    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
    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.
    (0)
    Last edited by JunseiKei; 04-29-2017 at 02:49 AM.
    9.23.2019 [11:15 p.m.]Total Play Time: 1552 days, 0 hours, 0 minutes - You'll be hard-pressed to find a more cynical person than me.
    Quote Originally Posted by Odstarva View Post
    You people are never happy.
    [...] You complain and complain and complain.

  8. #58
    Player

    Join Date
    Dec 2012
    Location
    Limsa Lominsa
    Posts
    1,066
    Quote Originally Posted by Ama_Hamada View Post
    If animation locks makes us do things so slow
    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.
    (1)

  9. #59
    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 Daniolaut View Post
    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 neverever ever finish an animation, and will look completely absurd.
    Does not matter, being able to play and function > looks. No reason people should die because whatever is causing heals to be processed too slowly, happen. Also I do not get why monsters do not suffer from this. Things hit is that shouldn't be, and sometimes we should got hit and don't because of weird processing delays. Something should be done to address this issue.
    Quote Originally Posted by JunseiKei View Post
    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.
    First off you can never ironjaw dropped dots if you cast after they dropped, meaning 2 seconds is not possible. Pretty sure that has more to do with the slow processing delays. Second off, some dots do show instantly regardless, bio is just slow for whatever reason.
    (0)
    Last edited by Ama_Hamada; 04-29-2017 at 11:24 PM.

  10. #60
    Player

    Join Date
    Dec 2012
    Location
    Limsa Lominsa
    Posts
    1,066
    Quote Originally Posted by Ama_Hamada View Post
    Does not matter.
    Maybe it doesnt matter to you, and/or a portion of the player base, but considering this is in fact a role playing game. A game based on playing a role, a story, an experience, a world, I think it should be very important.

    This is probably the only Final Fantasy in the entire franchise where the combat system clashes with animations. I would like to see it work properly.

    If youre content with poor design, why are you suggesting that they adjust a poor design? (you say it doesnt matter that animations clip, but you arent accepting of the fact that you activate your skills prior to it being literally too late, due to the delay?)
    (1)

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