Page 2 of 3 FirstFirst 1 2 3 LastLast
Results 11 to 20 of 22
  1. #11
    Player
    Ravenwatch's Avatar
    Join Date
    Sep 2020
    Posts
    92
    Character
    Hidden Street
    World
    Balmung
    Main Class
    White Mage Lv 86
    They should definitely rework Recuperate as it doesn't suit the netcode, something like a more expensive heal over time if you have the wherewithal to predict an incoming burst of damage.
    (0)

  2. #12
    Player
    Sacro's Avatar
    Join Date
    Apr 2022
    Posts
    18
    Character
    Sacro Light
    World
    Ravana
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Ravenwatch View Post
    They should definitely rework Recuperate as it doesn't suit the netcode, something like a more expensive heal over time if you have the wherewithal to predict an incoming burst of damage.
    That's actually a good "Why not both" moment, a 30 seconds CD, 5 second bursty heal over time. Basically have its healing match what spamming recuperate does now.

    But the fact that the most lauded MMO on the market right now has netcode that makes spell batching in classic wow look fast and responsive is embarrassing.
    (0)

  3. #13
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,036
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Sacro View Post
    I play with a 50ms latency and I get this non freaking stop. Like popping warrior LB and then hitting chaotic cyclone, the game decides i died, but then I see my damage happen...
    This unfortunately applies to pretty much everything in the game but it's especially noticeable on healer abilities that, well, heal or shield and on abilities that require quick timing like Purify.

    I stopped counting the amount of times that I threw an Aspected Benefic on someone at low hp and they died during the time that it took the game to register my heal, or tried to Purify a stun and died in the time it took for Purify to register.

    This goes both ways however, I've had just as many occasions where I interrupted a Cure cast or a Standard-issue Elixir cast and they went through anyway while the target was stunned.

    This is a fundamental problem with how this game works, it's just not as noticeable in PvE because fights are scripted and damage is incredibly predictable.
    (1)
    Last edited by Absurdity; 08-03-2022 at 12:42 AM.

  4. #14
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Absurdity View Post
    This unfortunately applies to pretty much everything in the game but it's especially noticeable on healer abilities that, well, heal or shield and on abilities that require quick timing like Purify.

    I stopped counting the amount of times that I threw an Aspected Benefic on someone at low hp and they died during the time that it took the game to register my heal, or tried to Purify a stun and died in the time it took for Purify to register.

    This goes both ways however, I've had just as many occasions where I interrupted a Cure cast or a Standard-issue Elixir cast and they went through anyway while the target was stunned.

    This is a fundamental problem with how this game works, it's just not as noticeable in PvE because fights are scripted and damage is incredibly predictable.
    This is why I have to think twice about kardia swapping and shielding a teammate as Sage, are they going to live long enough to actually get the shield applied?

    It gets even worse on someone like White Mage since they have cast time, they pretty much have to predict the damage in higher rank games because with proper focus a player can get smoked before the cast finishes.

    You can also ask Monks how they like their BIG Riddle of Earths being so delayed that even though the game shows like 30k+ heal on activation you still die.

    A lot of the game becomes learning the jankiness of the engine and that's not very fun.
    (3)

  5. #15
    Player
    Abs0luti0n's Avatar
    Join Date
    Aug 2022
    Posts
    1
    Character
    Tobias Luno
    World
    Lamia
    Main Class
    Paladin Lv 90

    Eh

    Recuperate as a mechanic is bad in general. I get what they wanted to do with it, but it's just too volatile to watch health bars constantly fluctuate in the middle of a team fight while also juggling your abilities, awareness of nearby enemies/allies and their abilities, and mp bars. Too much effort is placed in trying to manage health and it also gives an overwhelming advantage to crowd control for stopping people from accessing this method of "effective health points".

    Best fix here is to give recuperate a Regen function similar to moba potions and have them only useable once or twice without returning to base/using an elixir kit.
    (0)

  6. #16
    Player
    Vatom's Avatar
    Join Date
    May 2020
    Posts
    547
    Character
    Vatom Basilisk
    World
    Midgardsormr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Annihilism View Post
    Yoshi if you are reading this, please, PLEASE cancel enemy casts when I vanish on NIN oh and I also LOVE when my LB on PLD goes to waste as soon as I press it because the server decided that I died 2 seconds ago.

    Obligatory: "Haha, Silly gaijin, our servers are supreme your western servers are inferior. We see no problems on our end."
    Its not a matter of you getting hit while your invisible and the spells dont stop its a matter of the server tic saying that they cast before you turned invisible
    and the dmg is delayed since cast and servers to the point that after that cast goes off your still invisible but the dmg still hits you then the game registers that oh you took dmg your no longer invisible

    this is my best way of explain game design sorry if its not clear

    but I dont disagree they need to fix this games code and adjust server in the west its getting to the point of this game wont survive long like this
    (0)
    Free the Glam!, Duel Pistols (Gunner)?

  7. #17
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,036
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Tbh what I find even more annoying than the Repurate delay is when you run over the potion on the map and the server doesn't register it, I can't remember the amount of times I either needed it to heal or wanted to deny it to the enemy but ran straight over it without anything happening.
    (0)

  8. #18
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,578
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Abs0luti0n View Post
    Recuperate as a mechanic is bad in general. I get what they wanted to do with it, but it's just too volatile to watch health bars constantly fluctuate in the middle of a team fight while also juggling your abilities, awareness of nearby enemies/allies and their abilities, and mp bars. Too much effort is placed in trying to manage health and it also gives an overwhelming advantage to crowd control for stopping people from accessing this method of "effective health points".

    Best fix here is to give recuperate a Regen function similar to moba potions and have them only useable once or twice without returning to base/using an elixir kit.
    Eww no. You might as well ask Healers to fully reinstate their healing kits again. The current damage output is way too high for Recuperate to be a regen and it simply does not feel as good to use a regen to manage health than a burst of heal.
    (0)

  9. #19
    Player
    Llynethil's Avatar
    Join Date
    Feb 2021
    Posts
    266
    Character
    Llynethil Kindle
    World
    Balmung
    Main Class
    Botanist Lv 90
    In terms of frontline, it should have a 10s CD on it, and remove the DR buffs from last patch while you're at it.

    It's about time people learn how to position themselves instead of blindly jumping into 10 enemies and expecting to survive it.

    If you play a squishy melee class like ninja or monk, you should die in 3 seconds if you jump into 7 enemies because of your greed, not last a full on minute and still be able to escape, one of the worst pvp designs I've ever seen, and recuperate is one of the big reasons this is possible.

    But as usual, it's easier to just give bad players what they want instead of telling them to git gud.
    (0)

  10. #20
    Player
    Mistress_Irika's Avatar
    Join Date
    Nov 2019
    Location
    Limsa
    Posts
    525
    Character
    Ophelia Irika
    World
    Hyperion
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Abs0luti0n View Post
    Recuperate as a mechanic is bad in general. I get what they wanted to do with it, but it's just too volatile to watch health bars constantly fluctuate in the middle of a team fight while also juggling your abilities, awareness of nearby enemies/allies and their abilities, and mp bars. Too much effort is placed in trying to manage health and it also gives an overwhelming advantage to crowd control for stopping people from accessing this method of "effective health points".

    Best fix here is to give recuperate a Regen function similar to moba potions and have them only useable once or twice without returning to base/using an elixir kit.
    Despite Recuperate being a strong tool to use I find myself dying a lot to 2 people bursting before I can get my 4th spam off. I'm not sure how others are able to live spamming it lol.

    Anyways, do we 'really' have to make killing any easier? I mean, healers no longer have the sole responsibility of healing anymore. Plus, as you mentioned crowd control is really strong...well, a chain of it at least.
    (0)

Page 2 of 3 FirstFirst 1 2 3 LastLast