Log in

View Full Version : Unbind Abilities, caste spells, and Weaponskills



Yugl
07-20-2011, 07:36 PM
When performing a JA/WS, allow us to slide like when casting Blaze Spikes. Apply this to spells casted as well.

Edit: For clarification's sake, I am talking about movement after you have casted a spell.

Dauntless
07-20-2011, 09:40 PM
Unbalanced.

Panthera
07-21-2011, 12:33 AM
As lulz as this is, would this affect gameplay if they did? One cannot Warp without running at the last second to see the trail of sparkles,and it would be fun to see this with various JA's. I have my doubts about where this sits on SE's priority list though, and the player priority list, for that matter.

Dauntless
07-21-2011, 12:47 AM
Imagine BLMs kiting a mob whilst loading up some AM

AyinDygra
07-21-2011, 12:59 AM
I'm surprised players are limited in this fashion, (both magic and ranged attacks), while enemies are not. (or at least, sometimes they're not - I've had enemies chase me while they were casting too many times.)

Personally, I'd lock enemies out of the ability to move.

Ideally, I'd want casting and ranged attacking to lock you in place and require an intentional "cancel" button to break free from that lock and interrupt yourself (no more running in circles to cancel casting needed). This way, people wouldn't get unintentionally canceled when they begin to cast or ranged attack right after running into range of their target, and they could cancel a mis-cast spell without running or resting.

But that might just be me...

Yugl
07-21-2011, 11:34 AM
Imagine BLMs kiting a mob whilst loading up some AM

Spells casted, not during cast. This means they won't be locked once they've casted.

Sparthos
07-21-2011, 11:57 AM
They'll fix this like they "fixed" Cure-lock.

Leonlionheart
07-21-2011, 12:01 PM
There are 3rd party programs that already do this.

Karbuncle
07-21-2011, 12:07 PM
There are 3rd party programs that already do this.

And isntead of being banned you could simply switch armor right before the spell goes off, and that works too.

However on regards to "moving while casting", I believe this is possible in FFXIV now, so is Shooting your Bow while moving... So its not entirely too far fetched. But i do understand the idea of Balance issue, Kiting a mob and nuking it endlessly.

Yugl
07-21-2011, 12:08 PM
There are 3rd party programs that already do this.

The sad part is that it took one person to make said programs, but SE cannot accomplish this with an entire team.


And isntead of being banned you could simply switch armor right before the spell goes off, and that works too.


Not for every ability/WS/spell for PS2 users. Also, that does not work for DNC according to reliable (Byrth) sources.

Karbuncle
07-21-2011, 12:14 PM
The sad part is that it took one person to make said programs, but SE cannot accomplish this with an entire team.



Not for every ability/WS/spell for PS2 users. Also, that does not work for DNC according to reliable (Byrth) sources.

I was talking about Spells :|

Some Abilities/Weaponskills I see the point, However i wonder if its even possible for them to fix this?

Yugl
07-21-2011, 12:21 PM
Some Abilities/Weaponskills I see the point, However i wonder if its even possible for them to fix this?

See the earlier comments.

Leonlionheart
07-21-2011, 12:23 PM
WS, Spells, and Job Abilities all have an "after delay" of 2 seconds IIRC. That cannot be changed by blinking. Possibly not spells.

It's not graphically shown, but the 2 seconds after have restrictions. Both seconds you cannot swing, however after the first second you can activate another JA. This means for things like Berserk+Blood Rage or Last Resort+Souleater or even Jump+High Jump there is a total of 3 seconds without any type of swing, which at 78% haste you will lose over one and 1/2 attack rounds. You'd lose over two if you used them separately though.

Personally, I use them together all the time, and only use meditate directly after Ukko's Fury, minimizing drawbacks.