Mages still have to move, often during cures or buffs. This is a problem.
If you're casting before you have to move, then eruption pops under you, and your spell ends up going off, 90% of the time you will end up dead anyways.
As it is now I'm only moving while casting as I'm running back to my spot with Resonance active.
i've beaten ifrit many many times as a mage. i can tell you that you are 100% incorrect.
if you are having to cancel a spell during ifrit then you are horrible at timing the spells. i have well over 250 kills on him at this point and you are way off base.
1. vulcan burst: once it blows you back you have to start casting stoneskin while sliding backwards or you do not get the spell completed before his next move in stage 4 or 5. he has 5 secs between abilities and it's a 6 second cast. you have to cast and be running back to the spot while casting or you do not get it off.
2. running from eruptions: there are times that you will dodge all of the eruptions fine, but by the time you get back to the group you will only have a few seconds left to cast cure. you will start casting the cure while you are running back to the group so it finishes going off before the next ability.
3. hellfire: the entire group is moving when you hit your macro to curaga the group while getting back to your location you should be in before the next ability spam.
4: mp regen: you obviously have no clue what things such as siphon mp nor stygian spikes was used for. i move quite frequently in battle and very rarely do i ever need to use the mp regen ability besides those.
5: positioning mob: there's times in which the tank will be forced to move the mob in which it will put him out of range of the healer. when the tank moves the healer must move with him to keep him within range to be able to cast a heal.
there is such things in a battle called situational things in which you will be REQUIRED to either move or die. those things and being able to cast while doing so is the only reason groups stay alive. as a dd i understand you don't know what you are talking about, but there's the truth.
it's like telling a dd he cannot use a taunt or use a tp move unless he is sitting still or that if he moves all of his buffs go away and he can't use a tp move..
They are removing almost all enemies ability to perform ranged attacks XP. It would be quite broken if mages could continue to cast spells on the move. Skill & timing for mages {Yes Please}
I'm personally happy to see kiting coming back ^^ I enjoyed this strategy on certain fights. Hopefully they watch how powerful they make any mage in this regard because for example I always thought my ability & others to solo farm/complete limbus for chips on blm to be quite broken pre 75+ level cap.
It's going to lead to a lot more "server lag" threads.
Especially since the game is focused on players moving around a battlefield. Now healers will have to wait an extra beat after moving to make sure they can cast with the "You move and interrupt your spell message."
It will be something good for 2.0 when they have better server structure. But not now.
I'm not happy with this at all. This is something that would be better implemented later when the new servers are activated. Remember in FFXI when it took the game a second to register that you actually had stopped moving? Well in this game that lag is at least double if not more. So you are going to run into a lot of interruption issues because the lag is so severe between client and server. I don't think it needs changed. Personally I'm like a lot of people posting in this thread, that saw this as a improvement over FFXI. No more worrying about people running out of range, cause you can run with them. Granted server lag can effect that strat as well, but it still cuts down on people being out of range. I wont be ok with this change even if they were to wait for the new servers to be online. But id be less upset if they'd wait until the game is rdy to receive such a limitation.
To darkstarpoet: looks like your going to have to switch up your strats and not depend on a shitty mechanic that obviously breaks the game and encounters
oh i'll adapt just like i did with the ifrit loot. that doesn't mean that this change is better for the good of the game.
change for the sake of change =/= good change
edit: too bad some people, like yourself, couldn't adjust and use the systems in place. they were much better with the original. i'm just sad that we had mages that were so bad at their job that they actually believed that it was the game mechanics broken when others could perform their jobs just fine. a hint: is that it wasn't it was just horrible mages that couldn't do their job.
Immersion, etc.
I think Yoshida just hates mages..
Takes away all their spells
Takes away their ability to move
What next? Is he going to make it so they can't wear armour?
I'm seriously getting annoyed with this guy. It's bad enough people already complain about ranger not being able to move in fights like Ifrit, what are they going to do now that their healer can't dodge?
1.) I accept this point. You might be able to start casting stoneskin while you're sliding still. Granted you will have to stand still when you finish moving so the cast isn't interrupted.
2.) Having 2 mages alleviates this, also running in a "J" pattern allows you to get back faster.
3.) Entire group is moving when you hit curaga? Hmm I think you need to revisit your strat on this. Just pop sentinel then click curaga... Hellfire explodes and your curaga goes off right after (he'll still be in the air as you heal)
4.) If you're moving frequently... again I think you need to revist your strategy. Mages don't have to move at all with the exception of Eruptions targeting them.
5.) If your tank has to move the mob, he's not tanking him correctly. The only time that he "may" have to move him is immediatly after Hellfire when he runs back to the tank. Sometimes he goes crooked. I've found that 9/10 times I can prevent this though.
So 1 out of 5 points are feasible, and the one I agree with you on is hardly that much of an inconvenience.
Looking forward to your post that tells me I'm wrong.
your amount of kills means crap, if you constantly have to move in a fight then something is wrong.
also its not complete and free movement anyways you are stopped at the beginning and end of the cast the only movement you get is a couple of seconds in between which is probably not intentional. Also siphon MP is completely unneeded in the fight and lol at stygian spikes which is basically useless in the fight.
PS: I heal just fine in Ifrit on my 50 con
I full heartedly agree with the original poster.
The biggest problem I forsee with this is as a healer. While in battle, melee is constantly running around all over the place pulling mobs and such. So, now, as I understand it, if I start casting on a melee character and he runs out of my range the spell with fail. At least, before, if a melee character was running away from me, I could (despite the restriction from animation lock) run along with the melee character so my spell would land on him. Now you're saying I am helpless if I need to cure a character and he runs out of range. And so.. I have to explain to that character when he dies that "well, you should have stayed still while I was casting." This is not awesome. What if I accidentally bump my movement control on a crucial Cure, cancelling the spell, killing the tank and consequently the whole party. Healers have a hard enough time as it is, I cannot understand why you are making it more difficult. What is the big deal with letting players move while casting?
To the developers of Final Fantasy XIV at Square Enix:
WHAT ARE YOU GUYS THINKING?!?! How is this making the game better?!
Sorry, guys, I have been very patient and tolerant up to this point but this has gone too far.
YOU ARE RUINING ALL THE GOOD PARTS OF THIS GAME.
It was a relief to be able to move while casting. That was one of the great details of this game. A step forward from the restrictive, "stuffy" game mechanics from Final Fantasy XI.
This game had so much freedom. This is what made this game great!
You could move while casting. You could create your own character build by customizing which abilities your character used from the selection of abilities you had earned. You could play at your own pace and solo when the server was quiet.
Now you cannot move while casting?! You can only have Protect or Shell on at one time?! Cannot create a unique character to my prefered playstyle?! Can only make worthwhile xp gains with a party of 8 (up 2 player from the 6 that FFXI had making it more difficult to find a party?).
WHY???????
If a developer were to chime in here and give an explanation as to why this decision was made, it would go a huge way to putting distressed players at ease and re-enforce customer loyalty. A response here is the reason why players requested forums in the first place. For developers to answer IMPORTANT questions that players have. It just seems like the developers who post on the forums are avoiding responding to the questions that really matter to players. Please don't take offence or take this personally, I am just offering constructive critisism. Forgive me for being emotional but this game is something I am very passionate about.
I'm looking forward to a post that gives a pro to this, and not just a lrn2play response.
I could play basketball with my right arm tied behind my back. It would take a lot of skill to master that, but I don't really see a point in making things more difficult for the sake of it.
@Mindx3
Tossing out the words idiot and retard every other sentence isn't really a persuasive way to counter a point. It just comes across as a mindless I'm better than you *waves epeen* arguement.
I actually support this change, and am happy they are removing the running while casting.
If you think of it like you are tapping into some deep aetheryte-driven magic to conjure up a spell, walking would break concentration, making it hard to do such a thing.
I mean, I for one have problems walking and texting, I can't imagine trying to walk and cast magic....
What a ridiculous change. Don't do this.
I was thinking it over a bit today. And if they want a squat and cast play style i think they could go a different route to encourage it rather then force it.
Just spit balling here, but what if they were to add something like steadfast stance for mages? Perhaps a bit of a bonus to say cast time, m.crit or potency while active. Something that you wouldn't need to utilize at all times but its nice when it is up.
If there not looking to encourage a style of play and are just reaching for a easy way to kill a cast, then i stand by my original facepalm.
It's the trend of games today. Everything is becoming increasingly dumbed down. I wouldn't mind a higher level of difficulty I just think breaking a mage's legs is the wrong way to do it.
When you look at the give and take, mages had to conform to the ability / trait limitations. I doubt any other classes are going to have to stand still while doing actions, buffs, etc... on penality of it being canceled. I'm not a cnj or a thm, but I can still see this as unfair.
please Don't make us stay in place to cast. This is one of the huge bonus's over ffxi for me. It may not be true animation lock. But it will lock us mages in place for sure.
No, it was actually not logic at all, simply MY opinion on the matter. But even so, weaponskills don't have casting timers, so it is irrelevant, and with the system how it is now, you DO stop running or moving when you use a weaponskill. (animation lock) But seriously it was just my opinion, not backed by anything but a thought.
WAS it so hard to hit the same button again?
slackers.......... boyscouts.........
i was happy with mage in this game, hated it in XI
You get stopped because of the animation lock that exists with all moves, and no other reason. Yoshi said he'd be taking that out or at the very least reducing the lock during his overseas interviews.
At this point I'm going to bow out of the argument, and respectfully agree to disagree on this issue. I've said my piece, and at this point the argument is opinions that are looping in circles.
Off Topic: Long live the Donkey Knights *salutes*
Being able to run and cast is much more fun than standing in one spot and casting. It adds a layer of strategy and makes the game a bit more fast paced and exciting for me as a caster. This is one of my favorite parts of casting. I love being able to move around and kite a mob or a group while casting. IT'S FUN.
The benefits to still-casting are......? FFXI players like it?
Can't wait to play Pvp and get mowed over by every DoW while i stand still waiting for my 5-7 seconds spell casts.
Why mess with a good thing? It's not broke Don't fix it. Not exactly a progressive move Yoshi.
Pick a button for interruption, not my movement.
At least is it going back to normal in 1.21...but still, ew few months and got to deal with this...do not want =(
[SIZE="6"]DO NOT WANT.[/SIZE]
Devs, please reconsider.
you use a video to try and prove your point, a video that has a lot of flaws in it, do I really need to explain this to you? It is quite possible it is intended but that video is the worst kind of proof available.
PS: I could care less if we can or cant move while casting it makes no difference to me but stating this is going to ruin the Ifrit fight is laughable.
Despite the fact that most of this adolescent response isn't worth responding to, it does seem to represent the side who agree with the Dev plan to install sill-casting so I will.
This isn't a small increase in difficulty, it's a large decrease in the enjoyment of being a caster. Having to stand still doesn't make something more challenging, just less fun.
The point is, why go through the time and effort, why devote resources to sucking fun out of a game? It's not like this game is over-flowing with awesomeness. Leave the good parts alone.
If it's not obvious by now, most casters (except for the same old group of old hardcore FFXI's who would vigorously shake their heads 'YES' if the Dev's so much as farted on a bass drum) disagree with the decision to restrict mobility.
If the Dev's would like to explain how still-casting would 'enhance' the enjoyment of casting I would love to hear it.
This moving to cancel casting may work much better for ffxi, as most of the leveling is done at a static location, and the fight generally last a little bit longer.
In ffxiv, so far the general leveling tactics is to get multiple enemy links, and the party is constantly on the move. The fight to each enemy is also shorter meaning party members don't stay in one location for very long, adding the fact that they will be doing self combos that require party members to move even more...
to be honest, as cnj and thm, i found myself having to constantly cast buffs as I don't usually cover everybody in one cast, it messes up the buff timers, and since the buff timer is so short (5 minutes) there is always somebody close to be out of buff....
If i have to stand steady to cast, it will make situation much worse... i believe, unless they 1. drastically increase cast range, so i don't need to run and cast, 2. drastically increase buff timer, so i don't need to constantly buff to ensure everybody gets a buff, or 3 give us an ability that allows cast when running...
i thought this was a terrible, horrible, excessively restricting mechanic in FFXI
DO NOT WANT. PLEASE DO NOT IMPLEMENT THIS TERRIBLE FFXI MECHANIC!!!