Quote Originally Posted by dasimBaa View Post
I has little to do with anyone having problems with it, you can get used to it. I said that in my post. But why do i have to get used to something like that in 2023.
It's just that if, as calculated, we only have 90% of the cast bar to exit a red circle, then it raises the question of why someone has not moved by 90% of the cast bar. Greed? Not using swiftcast? Not using gapclosers, teleports or elusive jumps? Not playing on a DC that is closest?

By all means, they could increase the check or processing rates, but I think it's a fair question to ask why someone is waiting so long to do a mechanic in the first place.

It's a fair question to ask if, assuming the refresh rate allows you to have 100% of the cast time to do a mechanic, then what is that extra 10% of time going to do for you if it's already taking you 90% of it to do the mechanic? And will the other factors, such as ping, cause you to still need to do it by 90% of the cast and still not have enough time?

And your example with the interupt is essentially how it works.
Yes and it is what I experience, particularly with the fast interruptable casts in ARR that are a real struggle to interrupt in time. But part of that is ARR design and another part of it is most likely my own self-inflicted problem of having a higher ping.

Quote Originally Posted by Iselion View Post
When's the last time you played tank in a dungeon and you had to physically stop in a pack to AoE just to make sure you 1. Actually hit everything
Generally never if I time the AoE correctly to meet them as I sprint through them (and again this is with a high ping). The only time I have a problem like that is if the DPS or healer pulls them before me causing the timing to be different of when I pass through them, but this is extremely rare. To be fair, I've been doing this for years so I'm used to it and have the timing perfect and a lot of tanks probably don't.

The only other time I have this issue is if my aoe did not fully clip one or more of the enemies and I have to wait for a second GCD, but again this is rare and there are often abilities I can weave so I can continue on, or click the ones I missed in the enemy list and provoke/ranged attack them. Usually an issue like that only happens if I just woke up and was multitasking.

we've also standardized provoking during casts of tankbusters and not between instant attacks of hard content because provoke is just not reliable enough to trust it.
That isn't why. There were many tankbusters in the past where, once the cast completes, the very next hit (often an auto-attack or second TB) one-shots the tank if it's still on them, so it has to be provoked off them before the cast completes.

This is not the case for all tank busters. There are tank busters where it is safe to provoke at the end of the cast or where they will survive a hit or two at the end of the cast, but still need it provoked off them.

To be honest, I've even provoked at 75% of the cast before so I can weave something else and it's been fine, but doing it at the start if possible is ideal because then the other tank can shirk near the end of the cast and it's a really smooth transition.

Quote Originally Posted by Swordsman View Post
One characters jump animation on one computer is already complete by the time the 2nd computer even sees that character start its jump animation.
That is definitely something I observed in other games that I ran two clients of, just because on one client the movement begins immediately but by the time that information reaches the server and then is sent out to nearby clients, it's been quite a while unless you both live next to the server.