Seem to recall devs claimed it was working as intended a few months before they fixed it.
But sure, working around certain oddities can be okay. Still not a fan of the general mushiness though.




I can imagine it being problematic with a RPR LB, but in the case of DNC, it's suicide to pop a Contradance when there is an enemy DRG with Skyshatter nearby. You'll just die after your LB as there is not enough time to get the heck out, often the DRG will even crash back down right on top of your head before you can even refresh the charm. Either way I consider this as LB counters, it's literally the same when using most other LBs, you need to check what LBs are ready on the enemy side anyway.

Yeah I remember having my Reaper LB getting deleted by a miracle of nature. Has only happened once to me though.
MoN has caused my MNK lb to give me the animation lock but prevent the skill from going through or deal damage, it only happened a few times, perhaps 3 ?
It also has happened when I have played PLD and cast Hallowed Ground, heard the skill go off and the first part of the skill vfx where the circle aoe particles begin to expand from your position but then I got transformed and it essentially throttled the cast and I had to attempt to re-cast it - died shortly after realising what had happened.
Both occasions have been before 7.1 though, I did have a phase where I found it was incredibly disruptive in function but that was around the time it was 25yalms in range before they nerfed it.



Based on my experience, the game seems to do a swift check on if you're capable of completing an action right before it goes off. That's why actions don't go through when you're stunned or turned into a critter.
The most common version of this occurrence is a SAM pressing Zantetsuken and dying mid-animation, which drains their LB bar (because the game confirmed the LB casted) and also doesn't do any damage (because the game registered that you're dead and are unable to do damage).
In short, no, it's probably not designed to be like this but it functions like this because of how the game does its checking.




Dying before a LB resolves is pretty common and depends whether or not you're still alive after the animation and resolution delay. Stuns and MoN seem to specifically achieve the same result only under extremely tiny, uncommon circumstances (and I have yet to find a stun actually doing this, so far I've only seen MoN).Based on my experience, the game seems to do a swift check on if you're capable of completing an action right before it goes off. That's why actions don't go through when you're stunned or turned into a critter.
The most common version of this occurrence is a SAM pressing Zantetsuken and dying mid-animation, which drains their LB bar (because the game confirmed the LB casted) and also doesn't do any damage (because the game registered that you're dead and are unable to do damage).
In short, no, it's probably not designed to be like this but it functions like this because of how the game does its checking.
Also worthy of note but actually working against MoN there, MoN is such a disruptive ability server side that it introduces extreme wonkiness on actions that should lock you in place. For instance, if you get MoN-ed during a Contradance, it will allow you to move around while casting it where it shouldn't be possible. It's very funky how this ability seems to break half the game. Edit: this works on Meteodrive and Spite too, and I haven't tried it but it would make sense that it also works on Chocobastion, Mesotes and other long ass LBs.
Last edited by Valence; 02-04-2025 at 10:14 PM.



I think the jankiness can be attributed to MoN replacing your character model entirely rather than applying a status effect? Reloading your entire character model during an animation would probably cause strange effects.Dying before a LB resolves is pretty common and depends whether or not you're still alive after the animation and resolution delay. Stuns and MoN seem to specifically achieve the same result only under extremely tiny, uncommon circumstances (and I have yet to find a stun actually doing this, so far I've only seen MoN).
Also worthy of note but actually working against MoN there, MoN is such a disruptive ability server side that it introduces extreme wonkiness on actions that should lock you in place. For instance, if you get MoN-ed during a Contradance, it will allow you to move around while casting it where it shouldn't be possible. It's very funky how this ability seems to break half the game. Edit: this works on Meteodrive and Spite too, and I haven't tried it but it would make sense that it also works on Chocobastion, Mesotes and other long ass LBs.



If such a purely aesthetic effect is the cause of so much wonkiness I wish they'd just turn it into a normal silence with some visual effects (and an MP drain if they insist).
Put a funny creature on our head like when ninjas mess up their jutsus, make some kind creature icon appear above our character or add some special effects like tiny mandragoras floating around us.
It might not be as quirky but at least it might be less janky.
More generally, it would be nice if they emphasized gameplay over aesthetics.
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