I just think of it as part of the cast time, really.
But honestly, if people are saying that this issue is making it so they're not able to cast cure in time and let other people die is basically the equivalent of admitting that they're shit healers. The hell is wrong with you for letting that player at one-shottable levels of HP?
That Battle System list has me quite plaesed.
It's just completely different to have cure do nothing until it is completely done casting AND it's spell effects wearing off. The very last moment possible isn't what any other game does and it's pretty horrible. It's tied in with mobs dying but not giving chain/xp till the last moment.
I'm sure we'll all be fine and get used to it, but that doesn't mean it's a good system.
Perhaps its not an issue currently (it wasn't that big of a deal in beta), but it severely limits the types of heals you can design the game around when there's this massive delay all the time. Heals that are stronger the lower the health, emergency hots, ect.
If all you're using is XI and 1.0 for reference, then sure, this isn't a problem at all, but if you're that person, we shouldn't even be having this conversation in the first place, as your sample size is too small to know any better.
Its too similar to XI for me to be comfortable with getting used to it, but I'll have to, as the rest of the game is shaping up too well for me to be a fence-sitter at this point.
I guess for the cure thing, it does kind of bother me how they've acknowledged and tailored things like animation and stuff to be more gameplay and practical oriented (which I'm happy about) and explained how it's for the best (which I agree with), but then for cure not healing immediately and only until after the effect has taken place is the way it's intended.
I mean, I'll probably get used to it, but there does feel like a bit of a disconnect in terms of what they're trying to do. It's a small thing I suppose.
Can someone describe this cure delay thing in more detail, it sounds very stupid.
Well basically, when you cast cure on someone, it doesn't -immediately- heal. So for example:
- Start casting Cure on party member
- Finish casting, effect goes off
- The effects are happening on the party member, but HP isn't actually being restored yet
- HP numbers appear on screen, party member's HP is actually restored.
So, between the actually spell going off and the person's HP being healed, there's a delay of 1~2 seconds.
Many people were annoyed at how the healing doesn't take place immediately thus leading to some frustrating deaths where you had already cast cure, but the party member or even yourself died anyway because of the delay. I can imagine on some tougher, tight boss battles in the future that this would be a rather frustrating mechanic, but I'm willing to adapt and give it a shot.
I guess WHMs might have their work cut out for them a little bit!
incredibly stupid*
If they wanted the spell to take X seconds to cast they should have made it take X seconds to cast, not add some additional bullshit on the end.
I assume this is serverside? Or could I just dat swap curing effects with like.. no effect for instant cure? lol
Hmm "working as intended." I would hope there is a reason for this, rather than being annoying intentionally. Perhaps higher level, less obnoxious spells to come later? Or will this have a similar effect on future cure spells as well.
(Not that I like it much more if that was the case)
Huh i never actually had issue with healing or notices this issue, i dont think its as bad people describes it. I am sure i would notice it now that people brought it up but i dont think its enough to hinder your gameplay.
I chalked it up to lag. Are you guys saying that's working as intended?
Do certain monster attacks not allocate their damage until its animation plays through?