Date & Time: The past several years of play
Frequency: Every weaponskill and ability cast
World name: All
Class/Level: All Disciples of War and Disciples of Magic, Level 1-90
Party or solo: Either
In-game time: N/A
Area and coordinates: N/A
This issue impacts the moment-to-moment gameplay on average-to-high latency, resulting in artificially sluggish combat as every action's animation lock is extended by twice the connection delay.
Some jobs, such as Machinist, simply cannot be played optimally on average to high latencies as a result - while a player with low latency has plenty of time to weave two charges of Ricochet and Gauss Round between their GCD actions, a player with high latency will only be able to execute these skills extremely slowly, fitting no more than one off-GCD cast.
Unfortunately, because this issue is ping-dependent, I believe it's likely to have flown under the radar of the development team until now - while it's an egregious and relatively well-known problem in the EU and NA regions, to the point of third-party tools being developed to address it, the JP region is geographically small enough for the latency to never exceed a critical point.
The issue in more detail:
Upon using any action, the game will normally apply about a half second of animation lock, preventing you from using another action for a brief moment. When the server processes that action, it responds with the total appropriate animation lock for that SPECIFIC action.
The problem arises with how the game seems to be handling this response.
At current, the game DOES NOT TAKE INTO ACCOUNT how long it took for the response to arrive after the action was used. This effectively lengthens the intended animation lock by the given player's latency.
As a result, on connections with even just around ~100ms latency, every action will take a full fifth of a second longer to fully execute. This interferes significantly with gameplay, making some move combinations impossible for some players without delaying their next GCD cast.
As an example, let's say a certain action is intended to have 600ms of animation lock.
With 20ms latency to the server, it will take around 40ms total after the action is performed until the game client receives the intended duration of the animation lock from the server - 20ms there, 20ms back.
By the time the server response arrives, the character has already spent 40ms in animation lock. Because the game erroneously does not subtract these 40ms from the intended 600ms, the total animation lock lasts for 640ms.
However, on a high latency connection, this becomes a lot more egregious - a player with a latency of 150ms will find each action taking a full third of a second longer than intended. 150ms as the game communicates the action to the server, 150ms as the server responds, and then the FULL 600ms of communicated animation lock, totalling a 50% longer downtime of nearly a full second.
The player with 640ms animation lock might still be able to use their following actions normally, but the player that - for the same action - is stuck with 900ms of animation lock might run into various issues. Primarily, they'll likely lack time to weave more than one oGCD action between each cast, even at a normal skill speed appropriate for their played job.
As mentioned before, especially in the EU and NA regions where continental distances between players and servers are likely to be much longer than within Japan, this has been known and debated for a while, resulting in the development of third party tools that directly rewrite the information received from the server to correct for the delay, in an effort to work around this bug.
But ideally, none of that should be necessary.
All it'd take to address this issue is to properly subtract the time between the action and the arrival of the server response from the communicated animation lock.
In case this summary did not contain enough information, here are some other occasions where this issue has been discussed, unfortunately so far never as a proper bug report:
https://forum.square-enix.com/ffxiv/...tions-normally.
https://twitter.com/perchbird_/statu...34091780186120
https://old.reddit.com/r/ffxivdiscus...nimation_lock/
https://old.reddit.com/r/ffxivdiscus...on_tools_like/
https://github.com/Soreepeong/XivAle...-timing-helper