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...You know what I love on NIN? Hitting my vanish so hard and so fast that I go back in time and somehow STILL get hit by someone's cast at light speed through some time loop paradox AFTER and DURING my invis. This games netcode during CC has been the most frustrating thing I've ever experienced in my 8 years of playing this game, this coming from a person that actually enjoys wiping with sprouts in dun scaith or any hard normal content for that matter. I love this game but goddamn was PvP a mistake.
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."
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.
Last edited by Absurdity; 08-03-2022 at 12:42 AM.
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?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.
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.
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.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.
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