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  1. #11
    Player
    Satyagrahi's Avatar
    Join Date
    Dec 2013
    Posts
    112
    Character
    Satya Beoulve
    World
    Midgardsormr
    Main Class
    Weaver Lv 90
    I have played DRK for a while and often found myself canceling guard early with a defensive or HP-restoration action.

    You can’t anymore.

    Guard is now a death trap.
    (1)

  2. #12
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,764
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    My favorite thing about the new PVP animation changes is Bard's limit break song-and-dance while everyone dogpiles on him. /s
    (1)
    "We want bunny suits for guys!" -- OK! ✅
    "We want Ishgard housing!" -- OK! ✅
    "We want Viera!" -- OK! ✅
    "We want Cloud's motorcycle!" -- OK! ✅
    "We want Blue Mage!"-- OK! ✅
    "We want the ability to earn past Feast rewards!" - HAHA no that's sacred.

  3. #13
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,101
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Stormfur View Post
    My favorite thing about the new PVP animation changes is Bard's limit break song-and-dance while everyone dogpiles on him. /s
    As someone who never plays Bard, I like it too.
    (1)

  4. #14
    Player
    YumieYumiki's Avatar
    Join Date
    Jan 2025
    Posts
    70
    Character
    Yumie Yumiki
    World
    Omega
    Main Class
    Pictomancer Lv 100
    Animation lock is absolutely awful. If a tooltip says a skill is instant, it should do its effect as soon as the animation begins, not wait until it stops.

    Or if it has to be tied to the animation for technical reason, then instead of "instant" the tooltip should tell the animation duration, and this duration should be taken into account when balancing skills.

    The risk/reward ratio is out of whack for a lot of skills. For example dancer's limit break animation locks the dancer for pretty much as long as her would be victims, and yet it has a tiny radius.
    In Frontline trying to use it anywhere where it could be useful is suicidal.

    Or better yet, look how wow manages to avoid animation lock in pvp and do the same. I mean it's never gonna happen but one can dream.
    (3)

  5. #15
    Player
    CamuiKushi's Avatar
    Join Date
    Jan 2022
    Location
    Ul'dah
    Posts
    297
    Character
    Camulos Kellesha
    World
    Adamantoise
    Main Class
    Gunbreaker Lv 100
    Said it on another thread, will repeat it here: it sucks. It makes any degree of latency feel even worse. The snapshot change is absolutely the worst change to come from 7.1's PVP update.
    (4)

  6. #16
    Player
    Exmo's Avatar
    Join Date
    Nov 2024
    Posts
    550
    Character
    Exterior Motive
    World
    Raiden
    Main Class
    Dancer Lv 100
    Some of the complaints here come down to skill issues, unfortunately.

    You shouldn't be popping bard's LB where you're in a position to get easily swarmed. This was also the case in 7.0.

    Dancer's LB has been improved dramatically by the changes because now you're not animation locked during the 2 second window where you can use a follow up attach to extend it. There should be no question that 7.1 helps dancer immensely. If you still cannot do a follow up attack on anyone hit in your LB's huge radius, you most likely fumbled your approach.

    On all classes, I find myself learning the timing for registering damage with each attack. Some have longer animations than others. Knowing the animation timing allows me to use my attacks in a sequence which will result in the most damage hitting at the same second, or status effects landing when damage is registered instead of 2 seconds too early.
    (1)

  7. #17
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,585
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Contradance still locks you for more than 2s in place in order for the LB to go out, same as before. There has been literally zero changes on the lock animations on that LB.

    7.1 makes it that the charm effect only goes out at the end of the cast and not at the beginning, which means that all targets you would have instantly charmed have the opportunity to get away and dodge it. Before you could still get away with a backflip, but you'd end up charmed, so I don't think this changes too much of anything there, especially since the LB can catch people getting in during the cast which wasn't possible to do before, so it evens out somewhat.

    All in all the LB has stayed very similar, is used similarly, and the true indirect buff to it isn't found in animation locks but the complete change of Miracle of Nature, which was a full hard counter to it before. On the other hand, Purify being reduced to 3s actually hurts the LB equally as well because 3s is too short and you have around 1s of vulnerability now when casting it (1s of Purify precast then LB activation with 2s++ of animation lock), and in spite of lining it up perfectly I've ended with times where a lucky stun sneaking through before the charm reset could be done.
    (1)

  8. #18
    Player
    Exmo's Avatar
    Join Date
    Nov 2024
    Posts
    550
    Character
    Exterior Motive
    World
    Raiden
    Main Class
    Dancer Lv 100
    This is a thread about the animation snapshotting so my post was about that. I'm not commenting on how other changes might affect how a job plays since that's off topic.

    The changes to snapshotting made it much more easy to extend dancer's stun from 2s to 4s. In 7.0 it was next to impossible.

    It also changes it so that if you can get the stun out, you have a chance of escaping and surviving. In 7.0, by the time your animation lock ended, the enemy was no longer stunned and would burn you down instantly.

    You still have to survive getting the stun off in the first place but that comes down to playing intelligently. Don't run directly at the enemy's face. Don't pop LB if you're being heavily targeted. Attack unseen from the flank or rear with a gap closer. In 7.0 you could apply these tactics and by the time the enemy notices you, their stun has worn off and they kill you. In 7.1, by the time they notice you, you stun them. Massive difference.
    (0)

  9. 01-03-2025 04:35 AM

  10. #19
    Player
    Silaryn's Avatar
    Join Date
    Jul 2024
    Posts
    47
    Character
    Silaryn Malaguld
    World
    Goblin
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Exmo View Post
    This is a thread about the animation snapshotting so my post was about that. I'm not commenting on how other changes might affect how a job plays since that's off topic.

    The changes to snapshotting made it much more easy to extend dancer's stun from 2s to 4s. In 7.0 it was next to impossible.

    It also changes it so that if you can get the stun out, you have a chance of escaping and surviving. In 7.0, by the time your animation lock ended, the enemy was no longer stunned and would burn you down instantly.

    You still have to survive getting the stun off in the first place but that comes down to playing intelligently. Don't run directly at the enemy's face. Don't pop LB if you're being heavily targeted. Attack unseen from the flank or rear with a gap closer. In 7.0 you could apply these tactics and by the time the enemy notices you, their stun has worn off and they kill you. In 7.1, by the time they notice you, you stun them. Massive difference.
    Can’t say I agree with this take.

    Before 7.1 I never had a problem extending dancer’s lb to 4 seconds. I can’t say I had any issue escaping after extending cc either.

    To be honest I think the snapshot changes made it harder to extend dancer’s lb. Now people can walk out it and not get cc’ed which means now they can retaliate against you where before 7.1 if they were in the radius when you lb’ed they’d be cc’ed and can’t respond at all.

    After 7.1 I feel like I need to be more careful with my lbs, so you and I have had very different experiences. I don’t know what gamemode you’re experiences are from but just for context my experiences are from both Crystalline Conflict and Frontline.
    (3)

  11. #20
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,585
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Exmo View Post
    This is a thread about the animation snapshotting so my post was about that. I'm not commenting on how other changes might affect how a job plays since that's off topic.

    The changes to snapshotting made it much more easy to extend dancer's stun from 2s to 4s. In 7.0 it was next to impossible.

    It also changes it so that if you can get the stun out, you have a chance of escaping and surviving. In 7.0, by the time your animation lock ended, the enemy was no longer stunned and would burn you down instantly.

    You still have to survive getting the stun off in the first place but that comes down to playing intelligently. Don't run directly at the enemy's face. Don't pop LB if you're being heavily targeted. Attack unseen from the flank or rear with a gap closer. In 7.0 you could apply these tactics and by the time the enemy notices you, their stun has worn off and they kill you. In 7.1, by the time they notice you, you stun them. Massive difference.
    The animation lock behind the LB on the DNC and the charm resolution timing on the target(s) hasn't changed at all and I don't understand what is your argument on the technical side to state otherwise. Your whole posts sound extremely confused and mixing up many different parts of the skill and its effects.

    In 7.0 the charm lock didn't end before the LB animation lock else you wouldn't have been able to refresh it.


    Edit to be sure we're talking about the same things:

    - Endwalker DNC: LB activation > snapshot on targets at activation > 1s of delay > targets caught at snapshot earlier get charmed for 2s > LB animation lock ends for the DNC > DNC has less than a second to refresh Charmed for 2 more sec on the targets
    - Dawntrail DNC: LB activation > 1s of delay > targets caught in the radius after that delay get charmed for 2s > LB animation lock ends for the DNC > DNC has less than a second to refresh Charmed for 2 more sec on the targets

    -> The Charm effect resolves at exactly the same time in both cases, and the DNC LB animation lock for the DNC also remains the exact same. The only thing that changes is when the snapshot on the targets is calculated.
    (3)
    Last edited by Valence; 01-03-2025 at 08:41 PM.

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