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  1. #331
    Player
    Jaxtaro's Avatar
    Join Date
    Jul 2024
    Posts
    109
    Character
    Jaxtaro Scaramucci
    World
    Halicarnassus
    Main Class
    Machinist Lv 100
    Cataclysm was to WotLK what Dawntrail is to Endwalker. Sorry, the ramp up is similar. I was there, and doing all the content, just as I'm here doing all the content, just like I was there in Gates of Discord, which was WAY harder than both, doing all the content.

    I'm not interested in your position until you grow up and refrain from using inflammatory terms like "reason to cry" to refer to someone pointing out that there is a significant ramp up in queue times primarily because of this effect.
    (2)
    Last edited by Jaxtaro; 12-06-2024 at 02:11 AM.

  2. #332
    Player AllenThyl's Avatar
    Join Date
    Aug 2024
    Posts
    300
    Character
    Allen Thyl
    World
    Cerberus
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Banggugyangu View Post
    I don't remember P10S having any faster resolutions than any other fight... And that's kinda my whole point... All the fights have basically the same amount of time to resolve mechanics across the whole game. There are some mechanics that have EXTRA time, but I don't know of any mechanics that are really shorter than the majority. From the moment a tell is given until the time the mechanic resolves is typically around 4-5 seconds.
    Technically, that is correct, p10s however was a bit of a different case. For one, there were "only" 3 seconds between the stack and the spread debuff going on. However, what really confounded this and made it such a wall in pf, is that the resolution of the debuffs was accompanied by a lengthy animation of wings with a ring coming down and exploding, with the damage only being shown when the explosion happened. However, the ring animation only started when the debuff already resolved and people even got their vuln buff. Meaning there is a delay of roughly a second between the mechanic actually resolving server wise, and the end result of the mechanic visible on the screen. This often lead to situations were people died while properly spread out. Quite frankly, this was all very bad UX. The animation should have started so that the explosion and damage numbers happen at the same time as the damage calculation. It also didn't help that the stack mechanic was a hard ennumeration, so if only one person didn't get into the stack, all 3 would die with no way to mitigate this. This would often end runs if one tank was a tad bit too slow and killed the other 3 supports. Same for the net, which would often break because someone would overshoot just a little bit. This made the mechanic very fragile and finnicky. It should have caused a 2 second debuff to a player while standing in the net, and it ticking down to 0 should have removed the net.
    (0)
    Last edited by AllenThyl; 12-06-2024 at 03:19 AM.

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