do you guys have subtargeting turned off?
I like this new mechanic, Provides a bit of realism, becaust you can chant while conentration on magicks while in full sprint.... i think not. Plus itmakes the class's fair, so when PVP gets added you wont have a mage running you down while casting Holy
Right, because the Chimera battle looks so much more challenging since it rewards static position for all minus the tank.
So lets recap...
Before spellcast movement - Battles such as Ifrit that forces you to move as eruptions can happen anywhere on the map.
After spellcast movement - Battles such as Chimera whose equivalent of eruptions/plume are static on the map.
http://www.youtube.com/watch?v=QWmKi...layer_embedded
If you consider content based staying in one space to cast spells, you are delusional.
Because magic exists in real life?
Also, 1) Holy is instant cast, 2) I believe Holy cannot be cast on an particular individual, as it is an AOE surrounding the WHM, similar to Blizzara 3) It wipes your entire MP pool, I doubt this will not see much use in PvP unless the rare situation that presents itself is ideal to use it.
CM Reps,
Could you please add [dev1302] to the thread title?
"Should" and "shouldn't" is left up to the developers. They may have changed the system, but that doesn't mean things weren't working as intended before. I've run with a lot of different groups of people recently, helping with job quests and such, and I can accurately say, people are still in their own world even if they are aware of the spellcaster's new dismay. I play white mage and I just plant myself somewhere and heal. The limitations of people being too far away are still the same as before the change, but I feel like overall this change has given us less options in combat, rather than more. Also, to me it feels unfair if I accidentally inch myself forward my spell cancels, yet melee classes are just going to town on a mob and running all over, not restricted at all. Like I said before, maybe the developers think this is balance, but I felt more on par with other combat classes before, now I feel less useful in general.
(Regarded what I bolded in your statement) - Did you just make that up?
Have you played a melee class both before and after this update? They still can suffer from the same consequences as before - that is, chasing a mob who's right in front of you on your screen but not according to the server and not being able to attack. And then as soon as it stops some other person (be it a DD mage, healer, or tank) pulls hate from the other side of the battle field and then the chase happens all over again. This is one of the [bigger] reasons why ARCs do SO much more DD in fights similar to the Moogle fight than any other physical DDer simply because they don't have to follow the mob around as much as melee do. As it is right now, LNC/DRG don't have it so hard when mobs move around but that's only because they have the longest range for melee DD but they can still find themselves lol-ingly chasing the mob, whereas MRD/WAR and especially PGL/MNK have to really be on the mobs' ass' in order to ensure they'll always be in range. Of course, that's one of the trade-offs between melee vs. range.
How balanced was it that mages could be in range to attack the mob 100% of the time even when it's moving? And even if the mob starts to move out of range during mid cast you could have still moved and it wouldn't interrupt... and that's "fair"?!
(... and before anyone wants to mention that melee/physical DD doesn't have to worry about MP, they would do well to remember 1) PGL/MNK do for their auto-attacks, and, most importantly, 2) they do have to manage/use the TP just as strategically as mages do their MP)
I like how you compare a before and after with two different subjects. Ifrit is still just as challenging as it was before. If chimera dungeon was out before this casting change, people would STILL be in that same spot with or without this change.
You are delusional if you think otherwise.
Server response is a big reason people do not like the new changes to casting. It's the same for melee too that server response hinders you. I didn't mean to attack you with what I said, if you feel that I have, but my point was I see people running around a lot AND hitting things as melee, and not running around and not hitting things as you have described.
Wait, what? Holy is not a viable option for a white mage unless you are at 280 MP with blissful mind in your pocket. And what crowd control spells do we have? We have a single target sleep spell, if we are lucky enough to get it off before the enemy gets to us. Regardless, your response to my post... I don't understand which spot you're responding to or if you just wanted to say something in this thread.
I do not use /facetarget and I do not wish too. However, if I move, as soon as I stop I try to cast something.... oh but wait! The server has to catch up with me. lol Usually I can't cast immediately after stopping, so I am waiting for my spell to happen, then realize it hasn't gone off... lol. Then I have to click it again. =p I know in time I will be used to the wait, but this is what I'm talking about and how it conflicts with us casters.
This casting change isn't just about a change in playstyle for the whm, blm, pld. This change won't feel right to us until every person in the party realizes "Oh I shouldn't run too far from the healer or I can't be healed" and ask "how can I play so that the whm/blm can play to their fullest potential?" The problem is people are still playing in their own world.
Giving us less options makes it so the other players in the party have to be aware of what other party members are doing. It's not making you less useful. It's making it so they need to play smarter for us to be useful.
I'm not sure why you're comparing spell casting rules to melee rules in terms of fairness....
I didn't feel you were attacking me. I just don't understand why players think that melee have some sort of magical advantage over mages now that mages can't run while casting... (or heck, maybe they thought that before 1.21 :/). Also the client-server communication issues effects everyone equally; just in different ways. For as many times I have had a mob run out of my range while casting (pre 1.21) even though it appears to be in range of my spell I can say has been nearly the same amount of times (give or take) as I've had to chase a mob while not being able to attack all while it appearing right in front of me the entire time...
Clearly the dev's thought it was unbalanced that mages could cast while they run - which is why they made the change in 1.21 and gave us [temporary] tools to mitigate inabilities to cast spells immediately upon stopping until 2.0 comes out.
Hi Rukkirii and Yoshida-san,
(I hope you can pass this along to Yoshida-san and the Dev Team.)
In regards to keeping the Inertia and Momentum, let's look at the goal that Yoshida-san wants to achieve:
If that's the key Goal and the main reason we're burdened with the "Moving Will Interrupt Spellcasting" that's interrupting our spells just as we STOP (besides the PvP *actively / purposefully choosing to Run while trying to Cast a Spell* (which is a separate issue)), then here's one possible solution to consider:
- Goal: Yoshida-san wants to have a certain level of "quality of graphics" for Navigation (Running, Walking) and then blending into a Stop and then Casting. That makes sense, sure.
This would allow you to keep your visual aesthetics of having a "settle (running to a stop, or walking to a stop)" and FIX the *major* problem that's affecting *most* Spellcasting Players right now.
- Solution: Flag all Characters' "Run to Stop" or "Walk to Stop" Animations / States (or a "Decreasing Range of Values for Momentum" (e.g., anytime your Momentum / Velocity is between '5' decreasing down to 0 (whatever value is appropriate)) as the equivalent of 0 (ZERO) Velocity, which would allow Spellcasting to occur.
Basically this would allow you to force your engine / code to acknowledge that that tiny amount of Momentum (as you're decreasing to a Full Stop (0)) is the *same* as if you really were at true 0 Momentum.
You can then apply a Blend from your "Run to Stop" animation or "Walk to Stop" animation into your Casting animation, while allowing players to start Casting without being interrupted by Inertia (current problem).
Look at the overwhelming feedback of players so far about this issue. This "Moving While Casting Interrupts" *because of settling (waiting to be fully stopped)* has made the experience of playing a Mage & Casting an ANNOYANCE rather than being able to enjoy the wonderful new Mage Jobs and situations.
Of course the FF XIV Engine (current) might be coded in a way that wouldn't allow this, but it'd be worth the time to have some kind of system like the above, to alleviate this problem.
Rather than force ALL PLAYERS to manually type "/facetarget" or force them to wait a moment of time before casting, a solution like the above would solve the issue *and* allow you to keep your visual fidelity.
The patch has been great so far in many areas, but this is one area that's made the gameplay experience worse. :(
Please fix this.
Thanks! :)
You also have stone that has a chance to cast heavy on the target. You also have stoneskin that can stop damage. You have regen that can cure you without you casting a spell. You also have benediction for instant full hp (just because).
And who's to know what will happen with some of our current moves when PvP comes out?
I could TOTALLY see shroud of saints causing us to dissapear until using an action or keeps you invisible for 10 sec. Plus we are also going to be getting more actions/spells/abilities later too. You have to look in the future when the future comes out. You can't talk about PvP based on just the skills we have now
I dont use /facetarget either since I use a controller but like I said it takes very little time to register your character has stopped moving. If I can do it without issue and still be great at healing and have a 12 pack in me I'm sure most people can do it as well it just takes getting used to and remembering to not rely on casting being the thing that stops you, watch the arrows for a bit to help ya out. Its just an adjustment period.
/facetarget is the temporary solution for the exact problem you're complaining about. If you refuse to use it for whatever reason, you shouldn't really be complaining at all. And a white mage that clicks spells... maybe there are other reasons why you're having issues playing effectively....
Well, maybe I'm mistaken, but isn't it like this now?
Example: A melee and a mage both start running from point A to point B. When they get to point B, the melee will be able to use a weaponskill as soon as they get there, or even before. A mage however, cannot cast before they get to point B and when they get to point B they either have to use /facetarget or wait a bit longer than a melee would have to, to use a weaponskill, before a mage can begin casting. Then, when a mage is able to cast and does so, that too takes casting time, whereas a weaponskill is used automatically. <--- Shiggysonson this is why it feels a little unfair to me.
Edit: Example with full MP, full TP, and no instant spellcasting spells.
I should be surprise at who is trying so hard to rip my posts apart, but sadly not, as you are that predictable. You are definitely white knighting this change really hard, and for what bewildering reasons? As you have not brought one good point about what this change brings and the impact on future content.
Same subject, don't know how you draw the conclusion any differently, unless you are reallllly reaching for one.
I doubt it is just coincidence, that Ifrit was released when you could move freely and eruptions could happen anywhere, yet when Chimera is released, coinciding with the 'movement will interrupt spellcast' gives you 0 reason to ever move.
Naruto can even cast spells while running :/
Liked your post Kuma! Made me laugh. :D
Anyways, this will go in circles. Ultimately, I would like a straight answer from Yoshi if this thread even has a purpose anymore, and if he is even willing to change his mind. Otherwise, those who want this change, and who doesn't can spend their energy elsewhere.
(In before DeadRiser champions in, claiming he/she has a grandmother who knows a cousin, who knows a daughter, who knows a friend whom that friend knows another friend, that works at SE and knows the answer to this question.)
I'm not whiteknighting the change or anything. I'm just agreeing with what Yoshi said FOREVER ago. It makes sense why they are doing it. MMO's are still coming out with this in mind. I agree with what Yoshi put, so I shouldn't have to reiterate that long post he typed. It makes sense to me. You can't expect every fight to be a replica of Ifrit. Chimera is good, and there are spots where you can get hit all over the place. People figured out the cycle already, and that's why it's basicly no movement whatsoever. Did you try it before everyone figured it out? I'm sure you would have ran all over the place
And I was talking about casting regen before the fight, like White Mages do before the fight...
They need to get out of this mindset.Quote:
As an online game, this is unavoidable. (In order to prevent cheating, we cannot use the client only)
If your cheating prevention comes as the cost of average player convenience, you're doing it wrong. You're not so much discouraging cheaters as you are discouraging players.
its like that in pretty much every mmo available, but also I dont think you can discount TP where as a mage starts with full mp and a melee starts with 0 tp but honestly you are talking about a half a second delay. If mages where able to cast while moving then they would be able to kite everything to death without worry of getting hit. Now do you think that is fair especially in a PvP setting?
Why can't this work like ffxi where you had a small window at the beginning of spells to stop moving before it interrupted. This whole "You cannot cast while moving" dialogue is stupid. Just cast already and if I don't stop quick enough interrupt it!
Did not ask for a replica of Ifrit. I've made a comparison of a fight created before the change, and a fight after the change, expressing my worries of this being the basis of future battle content.
As far as Chimera, yet dead center of the field after taking a moment to observe the field, is the safe spot. Why would you test the waters in the battle field where the zone was a tunnel worm heaven during the final battle? I would of been hesitant to move anywhere in fear of being transported back to the beginning, as unlikely that would be.
I haven't noticed any issues with spellcasting but perhaps it comes at higher lvs when magic takes longer to cast.
Perhaps a happy middle point to the situation would be to have it where a spell can be cast up to 50% while move but to go from 50-100 percent you have to be standing still.
Keep in mind though, with changes made to casting it was meant so that you wouldn't be able to move while casting any longer. The only reason why it wasn't implemented right away was so they could work on it, rather then push back the whole ability change they opted to just keep it out of the patch.
Sure it'll take some adjusting to being used to move while casting but casting should be an action in which you need to be stationary for.
"I would recommend either using some form of crowd control before inputting a combo or balancing hate (to reduce monster movement) before inputting a combo. I also feel that it is a test of player skills to try to read the movement of the opponent and input a combo without using crowd control."
Anybody else thinks this is ridiculous? If you do an action DURING your combo, it breaks your combo, and what CC are you speaking of SE? Stun?! Yeah, cause everyone has 20 stun abilities. I'm sorry, but if on my screen I am behind the monster, then I am behind the monster. This isn't a test of player's skill, this is just showing the incapability of this game's server.
If you don't want us to criticize, then don't change things based on YOUR opinion on how it should be. Why fix casting when it wasn't an issue? You can't even cast instant spells while moving anymore. Pointless system is pointless and should be removed. This change will make BLM and WHM always killed ASAP because by the time sleep is done casting, you will be killed. By the time you stop to use thundara to stun, the target will be on your face and probably, with how ridiculous this system seems to be, interrupt your instant cast spells with a hit.
Yes, I am mad about this system. It is like removing the wheels of a bike and saying you "improved" it as a transportation vehicle.
I've noticed that the implementation of this is extremely sloppy. There is lag so when you stop and cast a spell the server still thinks you're running and you won't cast anything. In moments like that you are not sure to hit the button again because is the server really casting your spell, or will the next button press cancel it? I've been standing still pressing the button 3 or 4 times trying to get something to register on my screen, just so I can heal somebody.
That's unacceptable. In WoW, you can cast instant cast spells while moving all day long. If you're moving and you stop and start casting a spell with a cast time, you get instant feedback that you're casting with a cast bar, and you always cast your spell immediately when you stop moving. In FFXIV, it is so sloppy.
They should go back to how it was until version 2.0.
It wasn't fixed. It was changed, and the reasons were already explained in a different thread.
How about casting blizzara and sanguine rite before sleep? -_-
Again, it was changed, not fixed. Just because you can't do things that you were able to before doesn't mean it's a bad system. Just relax.