Quote Originally Posted by Oizen View Post
Considering they were able to patch that on invuls to some extent, I do think TBN should be given the faster application too if possible.
I have a feeling they did this by allowing the client a very limited "optimistic" snapshotting of abilities. That is, the client records the timestamp when you pressed invuln, and sends that timestamp to the server, where it is compared to the timestamp of the point where the server wants to record you as having died. This is of course something most systems don't want to do, as it gives clients a limited amount of "truth" influence. You should always keep that to the server if possible.

Of course, unless they want to actually provide usable netcode overall (and there's a caveat to this, see below) this is probably the best they can do; but they'll also want to keep it very very limited to not allow people hacking their client to cheat the combat system.

Could they "just" switch to better netcode implementations? Of course. It was Starcraft that first brought in predictive netcode, right? Where the client assumes what is going to happen and then the server "corrects" it, with smoothing and interpolation to prevent the kind of jittery jumping back&forth of characters and units and such?
But, imagine them doing this in FFXIV: We're so used to this innate "delay" to everything. Not TBN-delay, but the little delay everything has. Imagine they patch this. Imagine if things happened near-instantly when you press a button. If dodging boss AoEs had to happen on-time, like in most other games. We are so used to this delay, we'd all be dying left and right and center to the simplest fights as we all intuitively account for this delay with everything we do.