Quote Originally Posted by kikix12 View Post
Eh...That's called PING, really.
Not just ping, but also the (in)frequency of server polls. As far as I can tell, you don't tell XIV's servers that your character will "stop moving" (or has "stopped moving"). It simply rechecks your position: if it's changed since the last poll, you're moving. If it hasn't you're not. But, when the server polls around every 200 ms, rather than, say, the 15 ms of World of Warcraft or the around 75 ms of many other AAA online titles, that means you have anywhere from a 1 to 199 millisecond wait before the server accepts that you've stopped moving. Once it's determined that you've stopped moving, it then conveys that state to the client (and this is where ping seemingly impacts us) until the client gives a move order, in which case it'll again wait until next the server tells the client that it's stationary. Ping definitely makes a difference, but it's not as if you're not going to be (seemingly intermittently) interrupting your casts if casting immediately after movement even when under 25 ms; there's first the matter of the polling rate, and XIV's is comparatively infrequent. (Personally, dropping from 140-240 ms ping to 20-35 when the servers relocated to my back yard only seems to have reduced the minimum and maximum delay to the game detecting end of movement; there's still at least as large a swing in those times as was reduced by the reduced ping.)

This wasn't much worse in 1.x, so far as I can remember. What stood as an issue to so many people was that any and all animations locked movement as well, rather than merely being (true) global cooldowns. Plunge's long "animation-lock" now just means that you can't use any oGCDs or GCDs until the animation is complete, annoying seeing as that animation spends an absurdly long time seemingly complete, whereas most animations allow themselves to be clipped during their wind-down. Now just imagine if you couldn't reposition during any part of the animation, including a very slow and hardly noticeable wind-down portion thereof, and you have the 1.x main point of concern. Using a skill at the wrong time guaranteed that you could not dodge; the acceleration involved in movement was scarcely a factor.