Quote Originally Posted by Alhanelem View Post
Then our views are not as far apart as you might think.

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.
Ah, alright. This, I can agree with. I only disagreed with completely removing it from everything like you suggested at first, but it seems like your opinion has changed a bit after all. It'd be nice if they made things work that way.

Quote Originally Posted by Firon View Post
One more time for the love of god. The animation lock people had complaints about was not the one during animations, it was the one that locked you down for 2 secs after you cast a spell or did any action hence why using a buff like Keen flurry vs coincounter could have been fatal.
Well, that, I agree with as well. It was pretty dumb, and as I also said before, that falls into the stuff that I consider animation locks to be simply pointless and stupid: self buffs or animations such as a simple wave of your hand to cast a spell.

All I've said I disagree with in this entire thread is the complete removal of animation locks from absolutely everything, which is what was being suggested at first.