Results 1 to 10 of 34

Hybrid View

  1. #1
    Player
    Crevox's Avatar
    Join Date
    Mar 2011
    Posts
    481
    Character
    Crevox Shadeseer
    World
    Hyperion
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by complexxL9 View Post
    I could not care less about battleping services as no matter how good is your latency this game will always feel clunky and unresponsive, at least as long as SE states that the following things are "working as intended":
    http://forum.square-enix.com/ffxiv/t...ct-out-of-sync
    For dodging things, the rule is: if whatever it is finishes casting (as in, cast bar is done, animation of cast finish begins, whatever) while you are in the aoe, then you are going to be hit. It doesn't matter where you go afterward, you didn't dodge it and you got hit. The same exact rule applies to you against enemies.

    For example: that titan video. The player did not move fast enough. Titan's cast bar at the top of the screen finished while he was still in the plume radius; whatever else happens after that is irrelevant. He was already dead. Keep in mind you can do the same thing against them too, by waiting for the cast bar to finish and then jumping into the plume. You won't take damage.

    Lag is not an excuse. The game requires you to move that fast. That's just how it is. Welcome to hard mode.
    (0)
    Last edited by Crevox; 09-16-2013 at 08:11 PM.

  2. #2
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Crevox View Post
    For dodging things, the rule is: if whatever it is finishes casting (as in, cast bar is done, animation of cast finish begins, whatever) while you are in the aoe, then you are going to be hit. It doesn't matter where you go afterward, you didn't dodge it and you got hit. The same exact rule applies to you against enemies.

    For example: that titan video. The player did not move fast enough. Titan's cast bar at the top of the screen finished while he was still in the plume radius; whatever else happens after that is irrelevant. He was already dead. Keep in mind you can do the same thing against them too, by waiting for the cast bar to finish and then jumping into the plume. You won't take damage.

    Lag is not an excuse. The game requires you to move that fast. That's just how it is. Welcome to hard mode.
    This is besides the point really.

    What is the purpose of graphical markers if they don't line up or even sync with cast bars ?, their whole purpose is to notify the player to move out of this big ass circle.

    I will be glad when this game gets addons I can at least plonk a massive cast bar bang smack in the middle of my screen without me having to squint at a damn cast bar in the Focus UI that is half obscured by text.

    You guys can try and defend this BS all you like but fact is almost no other game out there suffers from these mismatches. (its been a problem since phase 3)

    Is it really that hard for SE to have the floor markers appear half a second sooner ? and actually end when the cast bar does !
    (1)
    Last edited by Jinko; 09-16-2013 at 08:31 PM.

  3. #3
    Player
    complexxL9's Avatar
    Join Date
    Aug 2013
    Posts
    187
    Character
    Soul Pierce
    World
    Cerberus
    Main Class
    Miner Lv 50
    Quote Originally Posted by Crevox View Post
    For dodging things, the rule is: if whatever it is finishes casting (as in, cast bar is done, animation of cast finish begins, whatever) while you are in the aoe, then you are going to be hit. It doesn't matter where you go afterward, you didn't dodge it and you got hit. The same exact rule applies to you against enemies.

    For example: that titan video. The player did not move fast enough. Titan's cast bar at the top of the screen finished while he was still in the plume radius; whatever else happens after that is irrelevant. He was already dead. Keep in mind you can do the same thing against them too, by waiting for the cast bar to finish and then jumping into the plume. You won't take damage.

    Lag is not an excuse. The game requires you to move that fast. That's just how it is. Welcome to hard mode.
    so what you're saying is:
    you see boss throwing a rock which lands 5 meters away from your character and you still get damage. Everything's ok here, you just need to understand that this game works this way and be aware that actually you need to be 5 meters away not when the rock lands, but when it is thrown in to the air.
    that kind of design is flawed and lazy and yes on top of that it is certainly hard, but it can be hard without these flaws.

    So no matter your ping, they should first fix obvious flaws.
    (3)
    Something does not feel right with your game: http://forum.square-enix.com/ffxiv/threads/86836-The-Navel-(Hard)-plume-animation-damage-impact-out-of-sync http://forum.square-enix.com/ffxiv/threads/71728-The-problem-with-Instant-OFF-GCD-abilities-makes-combat-feel-less-rewarding http://forum.square-enix.com/ffxiv/threads/91388-Silence-not-taking-effect-even-though-it-is-used-before-enemy-finishes-the-casting http://forum.square-enix.com/ffxiv/threads/86887-Unable-to-activate-skills-even-though-UI-displays-them-as-available-for-use

  4. #4
    Player
    Pacifer's Avatar
    Join Date
    Aug 2013
    Posts
    40
    Character
    Mad Lax
    World
    Cerberus
    Main Class
    Archer Lv 50
    Quote Originally Posted by Crevox View Post
    -cut-.
    Having the client the server the casting bar and the visual marker all out of sync is no hard mode , is just poor coding .

    I've no issue at all dodging stuff at the current state , but that doesn't mean that is right as it is .
    (3)