Duh? Unless someone succeeds in convincing me, of course I'm not going to agree with something else. That doesn't mean I'm not reading their posts, analyzing their opinion, and deciding for myself if it has merit or not.You only agree with people that share your exact same position, though, and disagree with anything else.
Then our views are not as far apart as you might think.Hence why I've said many times that the "lock" should remain for certain actions, not all. An animation lock on, say, a mage waving their hand to cast a spell, is pretty stupid, but removing it from everything is also stupid. We have animations during which moving freely would make no sense, such as Spirits Within, Goring Blade, Doom Spike, Ring of Talons, Steel Cyclone and pretty much every PGL/MNK WS. It is for those that I've said the lock should remain, but it seems you've ignored all I've said to this point. O_o
I don't simply want to see movement locking added and removed from this or that- I want the timing and duration of the lock itself to be assigned based on the moments during the action where being able to change or break the motion would be a physical unlikelyhood- Not simply turn the lock on or off based on the specific action.
e.g. you wind up your weapon for a special attack. during this breif moment before you actually strike the enemy, you can still move and cancel the attack (or if not cancel, reposition). Once the attack has been delivered, it is reasonable to be able to move before animation comes to a complete stop. In other words, the lock is arbitrarily designed, rather than simply tied directly to the animation. That is OK with me- It is only unacceptable to have all actions freeze you from the first frame of the animation to the last.
To try to put it more simply. "Animation lock" IS bad. Methods of locking that are NOT directly based on the animation are better.