Quote Originally Posted by Physic View Post
it did help strategy, and adaptive positioning,

strategy is about ascessing the cost and benefit of actions, and coming up with a plan that will make the best use of them,

youre supposed to decide when you cast a spell, i get X damage or effect, but i have to position myself so that i wont get hit for X seconds.

With attacks, you are commiting to the attack, and losing some of your manueverability. Its the same thing in real life, the strength of attacks is coming mostly from momentum from your body, it is difficult to get a powerful attack while you are retreating. you also are more likely to take heavy damage while in the middle of an attack, because it leaves you open. It was an interesting mechanic, somewhat muddled by the ability to cue skills, (which most people did by accident) and slow server response times.

That might be nice in real life, but this is a video game. Even in the context of a video game, it might sound good on paper, but think about it - has this actually contributed to better gameplay? I can only think of negative examples.

Example:

I'm tanking Dodore. One of the strategies to tank Dodore is to run away whenever he powers up to do "Tail Whip" so that I don't get all my skills disabled.

If I am unlucky enough to do a skill at the exact same time Dodore decides to use Tail Whip, I'm stuck in place and can't move to avoid it. Don't tell me, "don't spam". I'm not.
It's all up to luck. If I'm unlucky enough that I activate a skill at the same time as Dodore uses Tail Whip, I can't do anything about it to save myself.


Do you have any examples of where being stuck in place due to skill animation contributed positively to battle strategy?


(by the way, I'm only talking about skills, not spells. I think that spells should have to be cast in a stationary position, given that mages are not supposed to be an "in your face" class")