http://forum.square-enix.com/ffxiv/threads/267788
Originally Posted by Bayohne
You know, regarding the mudra lag, I hope it's an overall netcode adjustment rather than something that pertains to specifically the mudra. Would enjoy the game more if my instant skills or queue'd stances would quit cancelling on me in certain circumstances.
"we're doing.........something to make mudra's smoother and faster, maybe, in fact it might not actually do anything"
Oh, how reassuring.
OF- "Oh yeah Mudra feels great now!"
Devs- (we didnt do anyting)
Is there any reason for normal abilities to even mess up a mundra? Just get rid of that. The lag wouldn't matter if you didn't have to stop everything until it went through, it doesn't add anything to game play and just punishes people who don't play from SE's test environment.
Wow gotta love that wording... We're doing something. We're not telling you what or how. It might not actually work for you either. It depends. Why don't you go play with your minions and stop asking questions?!
I'm not sure if I get what you're saying right, but the issue isn't with other abilities interrupting it. If you've ever played ninja on anything but a pristinely fast lag-free connection (and that's not even counting server lag) you would see how when you press mudra buttons too fast the end result just gets completely lost most of the time. The game gets very confused as it has to react to your button combo and if you press the next mudra button before it's reacted, it usually just misreads and gives you a bunny.
ya ya, i know I play ninja
I just meant, I wouldn't need to press it as fast if I could execute a weaponskill while doing them.
I'm really looking forward to the airship content. Couldn't give a crap about the minion fighting.
I wonder how they're going to take melded raid gear into account when balancing future raids. If the whole party needs the additional dps stats, then all this change has done is shift the burden of melding shit from the tanks to everyone instead, and at a potentially higher cost.
Unless they decide to buff enmity values even higher than they actually are, they can't nerf tank damage because that's their main method of keeping threat.
I'm banking on them applying VIT to tank damage calculations. I can't see it working any other way especially with how straightforward stats are.
They would have to nerf tank damage by an absurd amount for them to not be able to keep hate in tank stance.
Note the bolded. If SE's answer is to keep all tanks in tank stance, then this is a pretty good explanation, but if the goal is to allow for tanks' dps to matter then some issues arise. Stance swapping would become more difficult to maintain because you can't generate enough of a enmity buffer. This is actually a pretty big concern for Warrior since being able to sit in Deliverance is half the reason why that job is so strong.