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  1. #1
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Damage snapshotting as the cast bar ends is fine for me, but the animations badly need work. I don't see why animation can't happen as the damage is about to occur, rather than a second or two after. It really only serves to bait players in some cases, such as people claiming Suzaku EX's colour phase was bugged or laggy when in fact they were simply reacting by the animations and would have been fine by walking into the explosion from the previous tile. Or many players on EMEX Full ranks moving too late, because they're trying to watch for a safe spot between the line of gunship fire instead of simply walking into it while dodging the soldiers. You constantly see new players dodging a mechanic as the cast bar ends, then waiting for the big swing or explosion animation to finish before moving back to melee range. It's just habit.

    Another thing I'd appreciate is better responsiveness on things like tank CD's. It's tedious to use Vengeance or Shake it off while the cast bar is at 80% and the boss mechanic simply ignores it. There are other games where you could react at the last 1% of the bar and it would register. If there was some way to work that to check for mitigation better, it would be a rather nice QoL change.
    (6)

  2. #2
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Liam_Harper View Post
    Another thing I'd appreciate is better responsiveness on things like tank CD's. It's tedious to use Vengeance or Shake it off while the cast bar is at 80% and the boss mechanic simply ignores it. There are other games where you could react at the last 1% of the bar and it would register. If there was some way to work that to check for mitigation better, it would be a rather nice QoL change.
    Depends on the length of the animation for the move.
    So there is a reason for it, but unless they make the mitigation happen separate from the animation it's just something tanks gotta note and get used to.
    Could be a cool QoL though. I agree there.



    Quote Originally Posted by Enla View Post
    You could always enlarge them and place them in a spot of prominence on the UI. That's what I did and I've had no issues since.
    Same.
    Changed my life.
    (2)

  3. #3
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Liam_Harper View Post
    It really only serves to bait players in some cases, such as people claiming Suzaku EX's colour phase was bugged or laggy when in fact they were simply reacting by the animations and would have been fine by walking into the explosion from the previous tile. Or many players on EMEX Full ranks moving too late, because they're trying to watch for a safe spot between the line of gunship fire instead of simply walking into it while dodging the soldiers. You constantly see new players dodging a mechanic as the cast bar ends, then waiting for the big swing or explosion animation to finish before moving back to melee range. It's just habit..
    this is why the combat feels so disconnected because what you see and whats actually happening are in many cases miles apart from each other. it's why most bosses ultimately feel lifeless because of how unsynced they are. when you can literally stand in the stupid and it misses you completely. or be total oppiste edge of the arena and still get smashed.

    given how mechanics are often preloaded before the boss even casts them which is often how things like act callouts and stuff work it really shouldnt be that difficult to sync up an animation with a cast bar. and have both trigger when that magic packet is received.

    the cast bar is basically just another animation anyway. receives a packet of data. dispalys cast bar. so is often just as prone to latency issues as the actual animation effect itself. stands to reason then than if you can sync 4 8 24 peoples cast bars. syncing there animations should be just as easy. even if meant clipping the previous animaton the boss was doing. which again is a frequent occurance from a palyer perspective with how gcds clip ogcd animations

    just breaks the atmosphere and enjoyment of fights when what your seeing is not whats happening. when the floor beneath your feet can blow up and nothing happens. sometimes think this is part of why many people have just become lazy. because of the amount of times they feel cheated by mechanincs. why dodge stupid when its just going to hit them anyway even if they're a mile away...

    then they see players stand in the stupid and nothing happens to them. well faaaaaaawwwwwwwwk.... Honestly i think thats one of the most annoying things for players trying to see how a mechanic works. because what they see is total BS and makes no sense.
    (3)

  4. #4
    Player
    Nethereal's Avatar
    Join Date
    Feb 2015
    Posts
    842
    Character
    Deviously Enchanted
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Dzian View Post
    this is why the combat feels so disconnected because what you see and whats actually happening are in many cases miles apart from each other. it's why most bosses ultimately feel lifeless because of how unsynced they are. when you can literally stand in the stupid and it misses you completely. or be total oppiste edge of the arena and still get smashed.

    given how mechanics are often preloaded before the boss even casts them which is often how things like act callouts and stuff work it really shouldnt be that difficult to sync up an animation with a cast bar. and have both trigger when that magic packet is received.

    the cast bar is basically just another animation anyway. receives a packet of data. dispalys cast bar. so is often just as prone to latency issues as the actual animation effect itself. stands to reason then than if you can sync 4 8 24 peoples cast bars. syncing there animations should be just as easy. even if meant clipping the previous animaton the boss was doing. which again is a frequent occurance from a palyer perspective with how gcds clip ogcd animations

    just breaks the atmosphere and enjoyment of fights when what your seeing is not whats happening. when the floor beneath your feet can blow up and nothing happens. sometimes think this is part of why many people have just become lazy. because of the amount of times they feel cheated by mechanincs. why dodge stupid when its just going to hit them anyway even if they're a mile away...

    then they see players stand in the stupid and nothing happens to them. well faaaaaaawwwwwwwwk.... Honestly i think thats one of the most annoying things for players trying to see how a mechanic works. because what they see is total BS and makes no sense.
    Eh it's pretty simple, stand outside of stupid a few times, figure out the timing, be able to move into stupid without taking damage.
    The real reason combat feels so lifeless is because ffxiv isn't action combat oriented, it's like a step above turn based.

    For a game that's centered around casuals I've never played a game with more hard enrages than this one.
    (0)

  5. #5
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    2,251
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Yeah no they're right tho.
    Why the hell do we have to fight the UI when the artists put so much work into the models and animations.
    Like e10 was good with that kind of thing. E11 was kinda iffy since it's just the particle effects giving you info, and you have to determine what those particle effects are actually doing by reading the castbar and memorizing the fight.

    I'm having a blast in DR savage with all of the interesting tells the bosses give, and while the arenas are still just squares and circles, they still do interesting things with them.
    I really hope they bring some of that design philosophy to more mainstream content and refine it. (more stage interactions pls!)
    (2)

  6. #6
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,113
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    I've been playing this game since launch. It took a while to get used to the delayed animations, much more so back in 2.0 when the netcode had not been updated.

    (Landslides everywhere.)

    I understand your frustration, visual cues and feedback are extremely important for smooth, reaction based gameplay. Watching your character run out of the explosion only to get hit five meters away because your were still in the AoE when it resolved feels extremely jarring. You feel like the game is cheating you when the visual feedback doesn't represent the reality of the situation acurately.

    Unfortunately this isn't going away anytime soon. The system has been established, and apparently it can't be changed due to the code of the game.

    The only solution is to adapt to it, or simply not play.
    (2)

  7. #7
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    Netcode would have to be improved for one, and latency/ping would become way more of an issue if you wanted to do this.
    (1)

  8. #8
    Player
    MPK's Avatar
    Join Date
    Mar 2019
    Posts
    995
    Character
    Mirabelle Weaver
    World
    Cactuar
    Main Class
    Summoner Lv 90
    pvp would actually be good if the netcode was fixed
    (2)

  9. #9
    Player
    Kaurhz's Avatar
    Join Date
    Jul 2015
    Posts
    3,835
    Character
    Asuka Kirai
    World
    Sagittarius
    Main Class
    Dancer Lv 90
    Only when they stop adding in encounters that are unfriendly to those that suffer from colorblindness.
    (2)

  10. #10
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    I really don't think cast bars are the problem with savage
    also some fights like weapon refrain ultimate has physical tells so maybe do those and see how you feel.
    (2)

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