Maintenance for the week of December 16:
• PC/Mac: No maintenance – December 16
• NA megaservers for patch maintenance – December 17, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• EU megaservers for patch maintenance – December 17, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)
The issues on the North American megaservers have been resolved at this time. If you continue to experience difficulties at login, please restart your client. Thank you for your patience!
Animation cancelling
Not sure what the idea behind changing the animation priorities is, but after quite a few hours of testing I've found combat to be disjointed and sluggish, not being able to block or bash cancel certain abilities is making timing extremely difficult, dodge roll cancelling eats a lot of stamina in a tough situation and weapon swap cancelling can lead to a pointless death on more than a rare occasion. I think it would be helpful for all of us if you (zeni) outlined the changes you are making to these animations and to what end, not that we don't like a bit of mystery, I just worry that a large chunk of both PvE and PvP will be left almost impossibly challenging for classes that rely on accurate timing. (Not that I just died in VMA during a dawnbreaker animation with not enough stam to dodge roll and the inability to block cancel before I wrote this
.)