Pretty dumb mechanic if it's only like that on Cure, and there's some excuse making going on in this thread about it.
Pretty dumb mechanic if it's only like that on Cure, and there's some excuse making going on in this thread about it.
Pretty sure this is the case as well.
Edit: For those who've missed it, they've updated the Player Feedback List with Items, Synthesis, and Gathering and Markets and Retainers.
Edit2: Yanno, I just realized that this whole Cure thing is actually a part of the 'immersion' certain Beta Forums people have been asking for for ages, but on the other hand they complain about all the tiny bits about animation and stuff and say that ruins their 'immersion'. They need to be shot.
All this nitpicking is insane, can't people just enjoy a game anymore? lol
My speculation on the matter shows for a fact that it sucks, the game is ruined!... =/
I'm not saying it was a feature people have been asking for it, but I can tell you there will be them 'immersion' people complaining if damage/healing numbers applied to the actual mob/player before the animation takes place. If that happened, you'll be seeing mobs dying the moment you start the WS and such. The Cure thing is simply the other end of the spectrum.
I died to late healing from a cure countless times in 1.0, alpha, and beta. I requested they fix it in the Alpha and Beta forums. No response with either request.
Learn to heal faster? lol
All jokes aside, is it really that hard to learn the timing of healing? Its not like it is constantly changing or going off late or something..like one min its fast the next its slow.. Its constant.
The timing is just different than we are used to. They are not gonna change it, soo I guess we need to just adjust to suit, I mean we are expert gamers right? it shouldn't be that hard.
I can't help but look at the Battle System revisions and not think, "SE is gonna have a nightmare when it comes to PvP balancing thrown in the mix."
As far as healing, just ignore the animation and factor in the time it takes for the actual heal to register. Take into account what the enemy is doing as well and pre-heal if you have to. Shouldn't be that hard to get used to, however annoying it may become.
Well, when I was fighting like 2-3 mobs at once, I wasn't really trying to make sure I timed my heal just right as much I was trying to heal myself asap before I died. If you are getting interrupted, it can be hard to get that heal off. Then when you finally get it off and die because the game has to wait for the animation to complete before you can get your HP, you end up
http://24.media.tumblr.com/tumblr_me...fwh7o1_400.gif
It's not like they can't make seperate rules for defensive and offensive spells. In other Mmos spells like cures take effect as soon as theyre cast (preanimation), but offensive spells/abilities take effect once contact is made (such as projectiles).
Additionally, I think things like multihit skills are a ballache anyway and I'm not sure why we have them, as said above a monster dying mid animation would be strange but equally a monster not taking any damage whilst being struck until the animation is over is equally strange imo. Should just turn things like Chaos thrust into single slashes with pretty effects, but I feel it's far too late for that now.
Edit: Also fuck interruptions and the RNG that comes with it, hits should just cause delay
I highly doubt SE is going to design for instance, a PvP only Cure and PvE only Cure. Granted, we don't know how exactly they are going to pull off PvP, but since there is a lack of OWPvP they can at least balance it in a controlled setting where skills have different values (like Ballista and Brenner did).
My comment was moreso to just the sheer amount of changes from just the PvE side, add in PvP and changes addressing that is likely to be just as long if not longer. Not to mention that SE has to decide to balance for 1v1 or Team Play or both.
It may be stupid... (OK, it is stupid...)
...but...
If it's consistent -- especially including enemy actions -- then I can't really have a problem with it. I'd argue at that point though the WHM could die but the effects should still happen since the cast is done. That would keep it in line with their logic of how the game world works.
is this kinda like how curing in FF12 worked?
It's less automatic
Nice, you don't even need to use retainers now to sell items. Can do it directly from your character.
And that's part of the problem. You'll never have any other way of healing as is. It'll be nothing but "cure" spells for direct healing-after-a-delay. If you think that's even par the course for a modern MMO, you're a silly man who needs to remove his GW2 avatar, because GW2 has quite a few ways of healing, and none of them have a strange delay involved in them.
You've seen evidence to the contrary in any of Square Enix's media products? You've deduced the latter?
I'm speaking based on SE's history. If you want to speak based on something else, feel free. It is what it is.
I'd love to be wrong in this situation. I'd pay to be wrong. Please prove me wrong, SE, but I'm not placing any bets that they will.