this is to deal with everyone complaining about animation locks.
this is to deal with everyone complaining about animation locks.
I don't see any anger in my post, but thank you for taking the time to reply to mine as it must have irk you enough to respond. :)
That doesn't make sense.
I thought you wouldn't be happy with this being removed. How would you be happy about that?
Errrr what? Anyways, nobody knows how it's gonna work. Just get through with this patch first, then discuss how much movement you actually need with spells then.
Great... i thought we were trying to move away from FFXI?
It's rather sad I can't do a normal human action of MULTITASKING. Walk, chew gum, and think.
I liked how I could still run and cast it was god damn useful, especially against Ifrit.
If this was based on the players who complained about casting a spell, great job, now you really are a mage, THE most basic of magic users. You can't concentrate on walking and casting a spell, you are a baby who couldn't handle how to cancel a spell when you needed to, and now I have to suffer for it.
If this based on the developer's decision... WHY!? Why was this decision made, this makes combat slower for me and more dull. Are you trying to make DoM as undesirable to play as possible, cause you are making that pretty damn well.
It was? I'm pretty sure everytime I used Cure back in the day and an eruption was under me, I would still get hit by it lol.
But other than that, the lag kind of cancels out running and casting. For the most part, mages are stationary when they are casting. I rarely walk around, and the only time I do is when someone is out of reach from me or bad placement of mobs (like the backside of a raptor).
We wil see.
Even though they're by the same company and same general dev team, XI is the last MMO they employed this mechanic so it's easy to reference XI, however XI isn't the only MMO that has movement as a way to interrupt spell casting. A few MMOs out there uses jump (movement) as spell cancellation.
Well if he is that low on health to begin with, that's your fault.
by the time he is casting plumes and it goes off, you do have a smallish window of opportunity to cast another cure because he doesn't use hellfire or incenerate right after.
Just my two gil...
not sure what this fixes, unless the goal is to take all the shitty parts from xi, in wich case they are doing a good job
Eh, I foresee this sucking majorly for mages. You will no longer be able to cure a running tank in dzemael darkhold (or any other similar kiting situation), you're going to lose the option to dodge in the ifrit fight (also in the moogle fight if it has similar tactics), and you're going to lose the ability to run and heal yourself if you pull hate in anything. You'll have to stop and take and ass reaming while curing yourself.
They're doing a good bit to make all the classes balanced, but I don't see how this fits into that. No other class has to stop moving mid action or the action gets canceled. Final Fantasy XIV is too fast paced to have a limitation on movement like this.
i'm rage quitting if they don't add casting from chocobo!
and if you are geting hit by eruptions and plumes that is your fault for being a bad player, much less a bad mage.
if the tank is moving a mob and you are trying to heal a good mage knows their range and when they need to move with them. now if they move a mob and you need to move with them you better move, stop for multiple seconds to make sure your lag registers you there and then you can cast a cure.
the reason i stated i will be glad for 1.21 is the exact reason you talk about others about not reading the patch notes properly.
"Moving will be made to interrupt spellcasting at a point in time between patch 1.20 and 1.21"
read it very carefully since you complain about others not doing so. it says between those points it will interrupt. it does not say it will make them cancel after 1.21. so 1.20 you are happy it cancels and 1.21 we will be happy it doesn't any longer.
While I think running and casting is awesome I also think this makes more sense. Come on, mages need to stop and cast. Thats just how it should be.
I played XI and running around to cancel a spell didn't always work either.
I do not like the idea of implementing that in this game, being able to run while casting is great.
They just have to make a button that cancels any spell. Or an existing "cancel" button to stop spells only when casting.
Such as pressing escape on keyboard would stop a spell in casting. I don't use a controller for this game but surely there is a "cancel" like button on it.. for menus and whatnot.
the "need" is dd's seem to think that's how a mage class should be played. that's like saying to cast any action as a dd you must be standing still all the time as well. they haven't completed the high level content as a mage, therefore, they don't see all the stuff it helps them do.
Oops my bad. You see, I can accept my faults unlike most people who dig themselves in a deeper hole.
Also this doesn't effect us this week. That is probably atleast 3 weeks away. We need to see how different battle is going to be now since battle placement effects all the classes.
You need to focus the image in your head. This is why a lot of fiction shows casters closing their eyes. They use rods to focus their spells and canes are also used to visualize the flow of energy.
Of course; this will deviate from one fiction to the next, but generally this is how magic is used.
If you did this as WHM, SCH, BRD or BLM it's because of your -spell interruption (which was higher than RDM and BLU), which was mostly to prevent being interrupted by mobs, not due to poor design. FFXIV lacks any type of skillset, so if anything it would work a lot better in XIV than it did in XI given nothing to counter it -- But the mechanic itself worked just fine in XI.
That's the thing -- People complained about having to push extra buttons to do x or go through extra menu to do x.Quote:
They just have to make a button that cancels any spell.
no, i wasn't trying to take a jab at you. all i was doing was using your aggressive mentality. i was just pointing out it is easy to overlook something when you have a full page of notes. i know i have done the same thing myself. i never claimed to be perfect.
there's not one person in the game nor in these forums that can read that once and see every issue. if someone sees something they aren't sure about this is supposed to be the place to bring the issue up. sure most times people are wrong, but instead of attacking them telling then they need to learn to read does nothing, especially when that person telling them that has the same issue. if you see where they read it wrong then point it out, but don't go attacking others intelligence levels when they did the same exact thing you did and overlooked something.
That's the point....lol. It's in the same light as people complaining about having to hit AoE button to toggle single vs AoE. It wasn't hard, but people complained about it still.
So it wasn't hard, but this change also isn't bad, especially considering people are complaining about animation lock, so people don't seem to think that it could be a foundation test. (Remember: Overhaul.)
it wasn't. the children complained so instead of hitting 1 button to cancel the spell they completely redo the was casting in general worked. the old way was a single button press if you needed to change from aoe on to off, but people complained. you also only had to hit the spell a second time to cancel it, but people were lazy and complained. the minority of the forums got their way and now we have baby mage mode.
they should make it so if you move the spell potency is lowered. but if you stand still to concentrate, your spell have greater effect.
no?.......fine..
The change isn't worst thing they can do, but this is still bad, in terms of gameplay. Moving and casting is much more faster pace than sitting there and casting. Walking, thinking, and talking (should be) second nature to us.
It makes sense when you actually cast the spell, you must stop because you are focusing on releasing the energy. That is less than a second to do though, so the stop isn't so bad.
Having to sit there the entire to cast a spell is like I am new to the world of magic, making me a mage. I am not not a level 1 mage. I am a god damn Level 50 Red Wizard. I should be able to walk, concentrate, cast all while use an ether as mouthwash!
Atleast if there was a level 40+ trait that allows me to move while casting I'd be happy, cause then I can equip it and move and cast. While all you lazy people can sit there like jerks and be mages.
hmmm
if it is client-side interrupt it should be ok. if it is server-side interrupt, it'll be SUPER bad idea (>.<)
what I mean here, I stop moving, but my char didn't stop moving on server ... I moved on client, but my char didn't start moving yet on server ... all this due lag/latency thing.
That's not true at all... Spell Interrupt Rate Down does not have anything to do with your chance to interrupt a spell while moving. Moving in FFXI always prevents your spell from going off. The spell will continue to cast until it reaches its completed amount, then it will stop and do nothing. The ONLY way to move, and still complete the spell is if you start casting it, run, then run back to the exact spot you began casting from before the spell goes off. So if you run in circles while trying to cast a spell, theres a small chance you will not cancel it because you may still be on the same spot when it does go off. If you don't believe me, go try it. Find a rock on the ground to mark your spot, start casting something with a long cast. Run around for 2 seconds, then go stand back on that same rock. The spell will always finish, if you make it back in time. Otherwise, it will always cancel.
http://ffxi.gamerescape.com/wiki/Spe...erruption_Rate
The third bullet point on that page explains it. There is also a lot more information on other sites about it.
I really wish they'd keep the ability to move while casting in this game. Can you imagine how annoying stuff like darkhold is going to be when they make it interrupt when you move? you'll have to stop running through the mobs every time you need a heal from yourself or the healers. And there's really no way to beat a speed run if you plan to kill the mobs through the dungeon, so running through is always the only strategy for it... So you can't just say "well dont run through them, and fight then." Since speed runs are required to get certain drops, as they only drop if you beat it in a certain time frame.
Im used to RPG where when you move, it cancels spellcasting. It beats having to reclick the same spell to cancel it if you have to run away from something and not stop and cast and get hit by the thing your running away from.
But if they made it so you could run while casting, and not stop to see the casting animation, id love that. :)
But I will accept this change cause I usually stand still anyway while casting. And only run and cast when doing leves and casting Stoneskin etc on myself.
in FFXI, I notice that if I run around in a small circle while casting, I would still successfully complete the spell. my explanation of this is probably because my character runs back to the starting point of my casting so it completes.. don't know if that makes sense..
If you are soloing, yeah casting while avoiding is difficult, but that is your choice to solo. Although, people choice in this is now affecting me in a negative way. Party Play should always be looked at over soloing.
Even soloing move is better than standing there, especially since most mobs are now losing ranged attack. Now you can bind them and not have to worry about being hit. Now I could kite, and make a gap between us, hit the mob, bind him again and rinse and repeat. All the complainers, or developers just made it more annoying cause you have to stop.
1. Get rid of animation Lock
2. Continue to allow spells to be cast while a player is moving. Do you STOP walking when you open your word hole or can you do both at the same time? This is about as stupid as not being able to jump or swim.
3. Give us an AOE Circle so we can target our AOE
4. Implement a spell cancel button (Escape, or the button that initiated the spell, or the macro that initiated the spell)