A shocking amount of people can't seem to walk or talk at the same time. I am going with this idea that the majority asked for this, rather than the developers just throwing this out there.
I don't like this either. +1
Finally, I now don't have to hit escape and pray every time I want to cancel a spell.
People who want moving and casting are retarded, can u imagine pvp with this effect? Mages would completely own all melee this is a needed change. I want moving and talking cuz its realistic! Wow really? Fighting giant moogle kings is realistic right /palmface... dont move while casting and position yourself correctly that is all
Noobs
Who knows, maybe the next dumb thing add to Disciple of Magic will be... let me think for a second...
List of things:
1.Only 2 Disciples of Magic to start with
2.Make spells cost huge MP
3. Giving White-Mage Aero/Stone (You guys should be penalized for cross-classing to solo, not me for want to make a group effort.)
4.Rewards are crap (I know it's being fixed, but I am not too hopeful since this whole thing going on now)
Spell do horrible damage (Same excuse to rewards)
5.Can't move
6. Leaving it to a poll of mostly melee to decide the next class Implemented 2 DoW or 1 DoM.
7. No Wizard class (forthelolz)
What else could they add to the list?
I don't think I like this. I DO want a way to instantly cancel casting spells, but I don't like it being by movement. People shouldn't die to cure being canceled at the last second because a controller is touchy... I could see making cast times longer or something if you are running around or something. I suppose I will just get used to it, I did in FFXI.
I bet developers can walk and talk at the same time.
The way that it was added via footnote indicates that it was an after thought and that implies that it was not something that the "majority" requested.
- If programming language was in English (or Japanese), then programmers couldn't speak English (or Japanese).
Im not mad your just retarded, pve encounters are now twice as difficult seeing as how you could run around casting stoneskin, do you know how badly this effects enviromental hazards in a encounter running and casting makes them a non issue lol seeing as how players want difficulty this is a good change
I see no problem here.
Move along.
That is players like you being lazy. "Oh he can run and kill me in pvp, so gimp him in that, ultimately gimping him PvE"
It's not any harder for me at all, it's more dull now. I don't like just stand there like some kind of jerk. I like to move. Which is why I like the Ifrit figh, you can't just stand still the whole fight.
If difficulty comes from you not being able to walk and talk... lol
edit: I apologize to anyone who actually not being able to walk and talk because of actual disabilities such as being in a wheelchair, saying this before someone says it.
I am gonna have to agree with mr. lord almighty of all of what he surveys Jinrya Geki on this one. Unless they make the dmg out put higher on mages to make it worth staying in one spot, i dont like this change. This game has been unfair to mages since the begining. Remember when melee can out xp mages cause they attacked more? Seriously when is SE gonna fix this mage racist attitude they have? And how about those Ifrit weapons of ours..... its a complete joke....
Lame change. It was actually nice to be able to move yourself while casting... we already got locked up when the cast intiates and when it was casted, that was more than enough. Now we'll have to stand still all over again.. (from XI days..) This patch.. /sigh.. At least TOR comes out tomorrow..
A system that allows you to move and utilize word hole simultaneously is a lot more dynamic then a system where you are static.
You never/barely ever had to move in fights in FF11, so it worked there. I'd like them to continue with the mechanics of the Ifrit fight and make more movement/action based battles. If they can manage that while requiring us to stand still, I have no complaints, but if not then I'd like to be able to move around.
I really cant believe how much fail is in your responses, no one is forcing you to stand around although it benefits you so i dont see why you wouldent. This isnt me being lazy lol, if i see a giant fiery explosion about to happen below my feet im gonna run, the difference is now i cant cast stoneskin to protect myself thus making the encounter much more difficult. This isnt a gimp or nerf its a fix to a shitty game mechanic that shouldent have been in the game
This will ruin the ifrit fight, btw
Um? I'd love to hear the explanation on that....
Mages don't have to move at all unless they get an eruption under them. If they are casting and eruption is under them 8/10 times they are going to get hit by one of the explosions.
If you start casting and have to run, 9/10 you're not going to be able to get back to your target before the cast time completes.
The only "issue" I see regarding Ifrit is that I like to long-cast my raises during his jumps on my fallen comrades... start casting, then run to a safe spot, then weave back to the target for the end of the cast. Won't be able to do that anymore... but that's ok I just like to save chainspell for emergencies.
It won't ruin Ifrit fight. Mages don't run there unless they have to run away.
But in general it would ruin a lot, because it's hindering yet again the freedom of movement. If they ever bring out PvP like they said they would, this thing will be the first to be removed again at the next patch after, because the QQing you'll get from mages then will be insane.
No.... mages are only healing from one spot and they are only running away and back to that spot when it's not safe. They should not be casting when they're not there.
I have to question whether you have been in the Ifrit fight or not or maybe a successful Ifrit fight. The only time a mage needs to move in the fight is if he has to avoid eruption and a majority of the time trying to cancel a spell so you can get out of said eruption in time is very iffy.
If you are moving at any other time then your MP regen is going to be crap.
So I can't start casting as I run back to my spot? It's not like I'm regaining MP anyways, might as well make use of the time spent.
Also, with this change, you are aware that it's not going to be enough to just ran back to the spot and then cure? It will be more like...
* Run back to spot
* Wait 1 to 2 seconds
* Then cast.
Cause it's the server that decides if you interrupted the cast, not the client you play on.
Movement cancelling spells AND animation lock? I don't think I like this at all. Get rid of one or the other please. >.>
I think it will only reduce cast time too.
I'm kinda glad because Chainspell pretty much became "Rebirth with a 5 minute timer"
I wonder if you purposefully skipped what I wrote in response to you... hmm
I think it negates your whole argument.
Quote:
Um? I'd love to hear the explanation on that....
Mages don't have to move at all unless they get an eruption under them. If they are casting and eruption is under them 8/10 times they are going to get hit by one of the explosions.
If you start casting and have to run, 9/10 you're not going to be able to get back to your target before the cast time completes.
The only "issue" I see regarding Ifrit is that I like to long-cast my raises during his jumps on my fallen comrades... start casting, then run to a safe spot, then weave back to the target for the end of the cast. Won't be able to do that anymore... but that's ok I just like to save chainspell for emergencies.
Yeah that's right Firon :-/ I didn't think about that part, but it doesn't really matter much to be honest. I think Ifrit will be a lot easier after the patch.. they are buffing the Ifrit weapons, stat allocation, self-combos, run at same speed in passive and active mode, protect and shell are combined... etc etc etcQuote:
No more chain spell whm only!!!