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  1. #1
    Player
    Nezusagi's Avatar
    Join Date
    Aug 2020
    Posts
    5
    Character
    Jun Kendov
    World
    Cactuar
    Main Class
    Dragoon Lv 100

    PvP hit detection is awful and less engaging

    A lot of skills from different Jobs feel pretty delayed and less engaging. It's spread across different Jobs in general. When I press an action button, the timing feels off. Devs should either make the animations shorter, or revert to how some skills used to be. This change feels like it was more for aesthetic than for gameplay. Whoever play-tested this has no idea what kind of gameplay the players want and was only concerned with visuals. The delayed hits now feel like RNG.

    I know people will say "oh it was more broken before", "you're just used to how it was before and now the changes don't suit your playstyle" or "get used to it." It made it so much more engaging, though. It was more fun and intense. Believe me, I'm trying to get used to it, but it's hard to ignore something like this. It feels more weak and less effective to play the Jobs.
    When you play PvP a lot, especially CC, you know when to respond & predict movements. Things like Guard are fine, it's mostly concern with certain Job skill delays, and it's not only about getting kills, it's the execution of the action in general.

    One example is NIN's shukuchi. Sometimes it seems like I'm still targetable and get hit out of hide even when I time when to use it so I don't get hit out of it, when in pre-patch that didn't seem like an issue, it was more rare for that to happen.
    (15)
    Last edited by Nezusagi; 11-29-2024 at 04:59 PM.

  2. #2
    Player
    Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,591
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Nezusagi View Post
    A lot of skills from different Jobs feel pretty delayed and less engaging. It's spread across different Jobs in general. When I press an action button, the timing feels off. Devs should either make the animations shorter, or revert to how some skills used to be. This change feels like it was more for aesthetic than for gameplay. Whoever play-tested this has no idea what kind of gameplay the players want and was only concerned with visuals. The delayed hits now feel like RNG.

    I know people will say "oh it was more broken before", "you're just used to how it was before and now the changes don't suit your playstyle" or "get used to it." It made it so much more engaging, though. It was more fun and intense. Believe me, I'm trying to get used to it, but it's hard to ignore something like this. It feels more weak and less effective to play the Jobs.
    When you play PvP a lot, especially CC, you know when to respond & predict movements. Things like Guard are fine, it's mostly concern with certain Job skill delays, and it's not only about getting kills, it's the execution of the action in general.
    Agreed. And shorter animations seems like a sensible solution. It really does feel like aesthetics is being prioritized of pleasing gameplay.
    (7)
    Please quit telling me to unsubscribe; I already have.

    Proletarier aller Länder, vereinigt euch! Ihr habt nichts zu verlieren als eure Ketten.

    #NeverForgetMao

    Vive la résistance!

  3. #3
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    991
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    Yeah, or if you don't want to compromise on aesthetics you could also move the moment of impact (the point in the animation where the skill hits the enemy and all effects are registered) to the start/a very early point in the animation and have the rest of the animation play out afterwards for aesthetics/flair. But everything that comes after ther moment of impact can be cancelled so you are never animation-locked after hit registration (and that cancel must be bug-free! Pls SE).

    (For example, PCT has an unnecessarily long animation for their instant "fire/wind/water" spells. As a result they feel annoyingly sluggish and slow because after you press your button you still have to wait a good while till the attacks actually come out. BLM's first instant ice spell comes out "much" faster (relatively speaking).)

    I would also really wish for healing effects to either be on cast or have very fast animations because them not possessing instant responsivity is a certain death sentence in many situations.
    (How many times have I died because white comet had a whole tea break between my button press and the moment it finally fell down to heal me a little too late.)
    (2)
    Last edited by Loggos; 12-01-2024 at 08:48 AM.

  4. #4
    Player
    CamuiKushi's Avatar
    Join Date
    Jan 2022
    Location
    Ul'dah
    Posts
    303
    Character
    Camulos Kellesha
    World
    Adamantoise
    Main Class
    Gunbreaker Lv 100
    It's incredibly unfriendly to even the slightest amount of latency. Hits that would have connected before just don't now. Slow moving projectiles whiff so often it's ridiculous.
    (3)

  5. #5
    Player
    Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,591
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by CamuiKushi View Post
    It's incredibly unfriendly to even the slightest amount of latency. Hits that would have connected before just don't now. Slow moving projectiles whiff so often it's ridiculous.
    Apart from being incredibly annoying, I'd suggest it also reduces skill expression. Timing/positioning a WAR burst into a blob so that the HP restoration from Chaotic Cyclone kept you alive used to be incredibly rewarding. Now it's a crap-shoot.
    (2)
    Please quit telling me to unsubscribe; I already have.

    Proletarier aller Länder, vereinigt euch! Ihr habt nichts zu verlieren als eure Ketten.

    #NeverForgetMao

    Vive la résistance!

  6. #6
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,887
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    One of the things it allowed for is timed bomb techs, most notably with Riddle of Earth bomb, Sheltron bomb, or GNB's LB. Pop the ability from a safe distance, then dash to the enemy immediately, the bomb will detonate with a delay and only once you're on their ass.

    Otherwise they definitely managed to make a game highly criticized for its responsiveness even less responsive.
    (4)

  7. #7
    Player
    AlliciaCapulet's Avatar
    Join Date
    Apr 2015
    Location
    Limsa Lominsa
    Posts
    126
    Character
    Allicia Capulet
    World
    Jenova
    Main Class
    Scholar Lv 100
    I must admit that with my MCH, sometime I get a kill that I was thinking it was safe (versus the previous season). I'm still not 100% used with the new animation/hit, and some of the damage seems to happen a bit later than what I'm used to.

    I'm not talking about my poison dot or detonation that make the kill, but some skills have an animation makes it... weird? I've also got used to the new skill "Full metal Field", but the animation versus when the damage hits felt a bit weird at first, it felt like a little "lag" is there.

    It's not that bad tho, and it's always a nice surprise to get a kill when you though that the person escaped, but yeah, animation and hit detection could get improved... And like everything, after arround 300 games I've got used to most of it
    (1)

  8. #8
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,101
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    Because of how hit detection works now, and because how a melee has the same HP as a tank, I die as a tank the same way like a melee, in the window between getting cc and using purify - I will die - fast reactionskills are useless - the recuperate will not go off in time due to the lag now. Even worse if you click Imperator before you get stunned, you have to wait an extra 2s before you get purified. I don't know why a tank that has to cover teammates, so - is expected to take additional damage compared to e.g. Darkknight, still has the same HP as them. While DRK has 2 TBN compared to 1 Holy Shield Wall, and faster aoe dmg that heals and basic combo healing. Also whoever thought of making Cover a dash to the target...it is very annoying to play around. You basically have to instantly run away from the target again and stand at max range, to not get double tapped by aoe dmg, but most aoe dmg has a bigger range than the cover tether range, so you get double damage anyway. It would be better if the cover dash only brings you up to 10y to a target, while the cover range being 20y like in PvE. Or revert it back to old cover, where you don't dash.
    Otherwise you get caught in cc that goes on the target, before you can press guardian.
    Or the target dies after you already pressed guardian and a quickchat that you covered the target, because of the delay.
    I wish the PvP devs would play it themselves, because you sometimes can predict things perfectly, have 10k MP and purify ready, and you still die instantly. Things like this shouldn't exist in a ranked game.
    It is also almost impossible to not use purify now, you just cant risk it, there is almost no estimation possible if you can maybe not purify and safe it for a later moment. In most cases, it is better to use it directly, to not take chances of an instant death. And if you are forced to press a button, it gives no room for more skillful plays. You can't do wrong. And if you can't do wrong, you can't do much better than others either. Stop making it so casual friendly..

    I covered the GNB in this situation as example. I was full MP. The Redmage Limit Break says, if the target stands in the cross's center it will receive the effect twice. I received it four times. I wonder how. And I wonder how I should evade it, if the redmage LB is 15y and the cover range 10y, I have to run away, but it is hard if you have to dash in. At least I can hear it if it is summoner LB, or see it if it is dragoon LB, but against whitemage and redmage LB, you have no time to react and the delay will give you the rest.


    (6)
    Last edited by Commander_Justitia; 12-02-2024 at 12:20 AM.

  9. #9
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    840
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    I think they got the right idea with the hit detection changes making a bunch of stuff more reactable and opening up room for counterplay, but the issue is it's applied inconsistently across the roster.

    Skills like the MCH or SMN lb now take so long to snapshot that they can be trivially reacted to with guard or a similar defensive. And then you have stuff like the WHM, NIN, or RDM lb that are unchanged and still as obnoxious to get hit by as ever. I feel like the mode would be healthier if far more things were slowed down as well.

    The skills were originally animated with only aesthetics in mind, so there was little consideration for syncing up the snapshot with the animation. Now that they've changed their mind on this however, it basically means a bunch of unlucky jobs got nerfed while some others got away scot free.
    (6)
    Last edited by Myon88; 12-02-2024 at 12:23 AM.

  10. #10
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,887
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Commander_Justitia View Post
    Because of how hit detection works now, and because how a melee has the same HP as a tank, I die as a tank the same way like a melee, in the window between getting cc and using purify - I will die - fast reactionskills are useless - the recuperate will not go off in time due to the lag now. Even worse if you click Imperator before you get stunned, you have to wait an extra 2s before you get purified. I don't know why a tank that has to cover teammates, so - is expected to take additional damage compared to e.g. Darkknight, still has the same HP as them. While DRK has 2 TBN compared to 1 Holy Shield Wall, and faster aoe dmg that heals and basic combo healing. Also whoever thought of making Cover a dash to the target...it is very annoying to play around. You basically have to instantly run away from the target again and stand at max range, to not get double tapped by aoe dmg, but most aoe dmg has a bigger range than the cover tether range, so you get double damage anyway. It would be better if the cover dash only brings you up to 10y to a target, while the cover range being 20y like in PvE. Or revert it back to old cover, where you don't dash.
    Otherwise you get caught in cc that goes on the target, before you can press guardian.
    Or the target dies after you already pressed guardian and a quickchat that you covered the target, because of the delay.
    I wish the PvP devs would play it themselves, because you sometimes can predict things perfectly, have 10k MP and purify ready, and you still die instantly. Things like this shouldn't exist in a ranked game.
    It is also almost impossible to not use purify now, you just cant risk it, there is almost no estimation possible if you can maybe not purify and safe it for a later moment. In most cases, it is better to use it directly, to not take chances of an instant death. And if you are forced to press a button, it gives no room for more skillful plays. You can't do wrong. And if you can't do wrong, you can't do much better than others either. Stop making it so casual friendly..

    I covered the GNB in this situation as example. I was full MP. The Redmage Limit Break says, if the target stands in the cross's center it will receive the effect twice. I received it four times. I wonder how. And I wonder how I should evade it, if the redmage LB is 15y and the cover range 10y, I have to run away, but it is hard if you have to dash in. At least I can hear it if it is summoner LB, or see it if it is dragoon LB, but against whitemage and redmage LB, you have no time to react and the delay will give you the rest.


    The defensive design of pvp in XIV has always been pretty crappy, and since the change the crazy delays and locks on purify and recuperate are absolutely awful. It was already hard to survive a one tap KO from coordinated higher rank games or LPs before, but now it's just gg unless you have a pocket AST.
    Even in normal games when you get pummeled in a less coordinated fashion you'll still drop before being even able to use all your MP on recuperate just because it takes ages to use each action.

    On your screen out of curiosity, were you using cover (without guard on) on someone that also hate the same double RDM LB? That would explain it...
    (4)

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