I have died using Hallowed Ground many times and it was mission-critical...say...Phase 3 Titan. I'm just saying.
I have died using Hallowed Ground many times and it was mission-critical...say...Phase 3 Titan. I'm just saying.
You know 'exactly' when mountain buster is going to happen. Being too slow to get hallowed ground up is not design flaw. You simply didn't think ahead and pop it when you needed to.
Oh ok, because I.A.M.A.R.O.B.O.T. ? I should know exactly when my healer might mess up, get trapped, or need me to pop a cooldown? Great.
Translation: "You simply didn't predict that crit ahead of time." After all, hallowed ground going onto cooldown and leaving us dead before it goes into effect is not exclusive to Mountain Blaster. In fact, Mountain Blaster is so predictable that it's probably the most rare place to see this happen. But it does happen elsewhere all the time.
But yep. You're right. That's on us. We're bad that way. All of us who play paladin and aren't you have a lot to learn.
Last edited by Raymeo; 09-28-2013 at 06:50 AM.
Translation: "You simply didn't predict that crit ahead of time." After all, hallowed ground going onto cooldown and leaving us dead before it goes into effect is not exclusive to Mountain Blaster. In fact, Mountain Blaster is so predictable that it's probably the most rare place to see this happen. But it does happen elsewhere all the time.
But yep. You're right. That's on us. We're bad that way. All of us who play paladin and aren't you have a lot to learn.
Agreed. He knows exactly what goes on exactly at that moment, and all limiting factors, because everything in his theorycraft world is ideal...all conditions met so it should always be on our hands. The fact instant skills take so long to activate is quite annoying. To the point that adding it into latency it can take up to even 3 seconds to activate.
Translation: "You simply didn't predict that crit ahead of time." After all, hallowed ground going onto cooldown and leaving us dead before it goes into effect is not exclusive to Mountain Blaster. In fact, Mountain Blaster is so predictable that it's probably the most rare place to see this happen. But it does happen elsewhere all the time.
But yep. You're right. That's on us. We're bad that way. All of us who play paladin and aren't you have a lot to learn.
As I've said numerous times previously, what you're referring to is called 'Latency' and has nothing to do with animation locks or GCDs.Agreed. He knows exactly what goes on exactly at that moment, and all limiting factors, because everything in his theorycraft world is ideal...all conditions met so it should always be on our hands. The fact instant skills take so long to activate is quite annoying. To the point that adding it into latency it can take up to even 3 seconds to activate.
I agree the .3 second latency should be reduced. This isn't that. I believe that thread is down the hall somewhere.
Latency is when I hit Fast Blade, hear the attack go off, see the animation, and then notice that my GCD never got triggered. The ability was never actually used.
That is not what is happening when Hallowed Ground DOES go onto it's (seven frickin' minute) cooldown, while then allowing the caster to die before they are put under the ability's effect. The server IS confirming the use of the ability before it reports the player's death. That is not a latency issue.
The first is ANY TIME AN ENEMY IS MOVING when I try to cast something in melee range. That is not called a lag spike. It would be quite the coincidence if I got a lag spike every single time an enemy moved. No, that is a latency issue.The first is called a lag spike.
The second is a perfect example of latency. You saw yourself activate an ability before you took damage, but on the other side it saw you take damage before activating the ability, That's the very definition of latency. -_-
They are both latency related issues. Just in the first one you actually completely lost connection for a couple of seconds, the second just dealt with the delay between the connections.
Once again, I agree that the latency NEEDS to be fixed. Just not the animation locks or GCDs.
The second is not an example of latency. I did not only see myself activate the ability before taking damage. The server saw it too. Hence the ability STAYING ON COOLDOWN FOR SEVEN MINUTES AFTER DEATH. That is the product of an animation delay -- a direct result of the game confirming my ability's use, triggering it's cooldown, but then requiring me to complete it's animation in it's entirety before assigning the ability's effect -- and I'm sorry, but I have to disagree with you and say that it needs to be fixed.
Last edited by Raymeo; 09-28-2013 at 07:55 AM.
The first is called a lag spike.Latency is when I hit Fast Blade, hear the attack go off, see the animation, and then notice that my GCD never got triggered. The ability was never actually used.
That is not what is happening when Hallowed Ground DOES go onto it's (seven frickin' minute) cooldown, while then allowing the caster to die before they are put under the ability's effect. The server IS confirming the use of the ability before it reports the player's death. That is not a latency issue.
The second is a perfect example of latency. You saw yourself activate an ability before you took damage, but on the other side it saw you take damage before activating the ability, That's the very definition of latency. -_-
They are both latency related issues. Just in the first one you actually completely lost connection for a couple of seconds, the second just dealt with the delay between the connections.
Once again, I agree that the latency NEEDS to be fixed. Just not the animation locks or GCDs.
If you're talking about enemy movement, then specify the enemy is moving. Either way it's still a latency issue.The first is ANY TIME AN ENEMY IS MOVING when I try to cast something in melee range. That is not called a lag spike. It would be quite the coincidence if I got a lag spike every single time an enemy moved. No, that is a latency issue.
The second is not an example of latency. I did not only see myself activate the ability before taking damage. The server saw it too. Hence the ability STAYING ON COOLDOWN FOR SEVEN MINUTES AFTER DEATH. That is an animation delay -- a direct result of the game confirming my ability's use, triggering it's cooldown, but then requiring me to complete it's animation in it's entirety before assigning the ability's effect -- and I'm sorry, but I have to disagree with you and say that it needs to be fixed.
And it's only natural to expect an ability to actually go off before receiving it's effect. So do you want them to shorten the time it takes to activate hallowed ground? Because that's a completely different request. And it would be a 'change' not a 'fix.'
Last edited by Kanzer; 09-28-2013 at 07:54 AM.
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