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  1. #1
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,475
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    Well, in regards to macros specifically, it's by design they won't chain instantly, queue up at all, or be in any way suitable for battle. It's part of the battle design to not be reliant on macros, and rather have it be executed by the players themselves.
    (2)

    http://king.canadane.com

  2. #2
    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
    Well, in regards to macros specifically, it's by design they won't chain instantly, queue up at all, or be in any way suitable for battle. It's part of the battle design to not be reliant on macros, and rather have it be executed by the players themselves.
    Yup. Can't have cool toys in FFXIV.

    I would kill for mandatory animations to be removed. Let me clip my animations and hit all of my buffs at once. I don't need the game to look pretty.
    (2)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by dragonseth07 View Post
    Yup. Can't have cool toys in FFXIV.

    I would kill for mandatory animations to be removed. Let me clip my animations and hit all of my buffs at once. I don't need the game to look pretty.
    That would end up a non-option by which every serious player would have to be reduced to a spasming flurry of limbs during every weaved GCD. How about just allowing the completion checks to be done client side? That way there's no loss of actions per minute due to latency but still a set time for each animation.
    (2)

  4. #4
    Player
    ajpearman9's Avatar
    Join Date
    Apr 2017
    Posts
    2
    Character
    Muffin Ill
    World
    Gilgamesh
    Main Class
    Bard Lv 60
    If we take a look at the game's UI and most of the oGCD spell descriptions, oGCD cooldowns APPEAR to have no cast/lockout/animation time of any kind. This is untrue, and failing to reflect this using the game's UI results in a combat system that feels squishy and unresponsive compared to other games out there.

    Maybe it would be better to make oGCD cooldowns display their own associated lockout/animation time, as a cast time or something? Because with the way things are currently, the game does not properly communicate this part of the combat system. Maybe oGCDs should work like Bard's Empyreal Arrow, where the ability is off the GCD but shows us a cast time that matches its animation?

    My concern here is that oGCDs are not actually oGCDs. The game tells us one thing, but the process of actually using a oGCD ability works completely differently.
    (2)

  5. #5
    Player
    SenorKanga's Avatar
    Join Date
    May 2017
    Posts
    14
    Character
    Orthio Irvin
    World
    Cerberus
    Main Class
    Dark Knight Lv 70
    Would client-side checks make the game more vulnerable to being abused? Weave hacks and such
    (0)