Oh, so all of that stuff you were saying about the game needing to be realistic is suddenly out the window when I show you that it's not currently realistic. Isn't that convenient?
Cuz the tank is the only person who ever takes damage. You never see any healers needing to heal each other or themselves, and since that much has to be true, then healers having to cast a resurrection during battle must certainly be a myth as well. Nope, every GCD is used to cast heals on the tank, and if they die then it must have been within 2.5 seconds of being topped off. Therefore a dead tank always means that bad tank is bad, or the fault is on you as a healer for using one of your 2.5 second GCDs to heal someone other than the tank. Case closed.The tactical nature of the game requires a little more anticipation when casting things like Benediction. You had 2.5s of GCD to realize your tank was going to die. You should have either A. interrupted whatever you were casting to use Benediction or B. Find a tank that can survive more than 2.5 on his own.
You stand up for the game's "tactical nature." Then you paint a picture of the game's tactics forcing healers to endlessly overheal a single target with every 2.5s GCD just in case an emergency presents itself when they can't cast, because they can't count on being able react to an emergency by using instant-cast abilities off of the GCD. Spam healing a single target -- where exactly is the game's tactical nature that you mentioned?
Last edited by Raymeo; 09-28-2013 at 07:34 AM.
Yeah, take shield bash off the GCD *and* animation cooldown and one paladin could do it all by himself.
Maybe they couldn't Zorro and shield-bash at the same time, but swinging sword and shield with enough force at the same time is reasonable.And it's not about having the 'strength' to do it, it's about momentum and footing. There's no gladiatorial art there someone is bashing someone with a shield while also slicing them up with their sword. One might happen directly after the other, but that's still not simultaneous <-- Key Word. I'd be impressed with anyone who could rear back and smack something with a shield with enough force before recovering from swinging their blade, because they'd be defying the laws of physics. And that is quite impressive.
Then again, Ifrit's much larger than me, has much more fortitude (hp), and much more strength (he hits me harder than I hit him), how is it "real"istic at all that I can ever stun him with my shield.
On the whole, the reality is pretty good, but it needs some improving.No I'm saying it should be based on the reality SE has defined for the game. After all, it is their game.
We players are saying we're really not that bothered that our animation gets stopped to start another one.
Sometimes I start RoH as ifrit jumps into the air after his spikes, or to do the charging thing, and it stops my RoH animation midway. I don't see SE trying to address that. Do you?
"No I'm saying it should be based on the reality SE has defined for the game. After all, it is their game."
Quoted from an earlier post for your convenience.
And please, that still wasn't even close to an example of someone swinging a sword and shield bashing something simultaneously.
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.
oh ok, because "instant" and "latency" have no effect
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.
Fail game. Major flawed design.
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