Quote Originally Posted by AntiSocialPanda View Post
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If we're going to make cast interruption more difficult, then we're going to have to make casting weaker across the board. Range is the safety measure of all mages and one you remove the immediate threat of being interrupted once that distance is closed, you're going to invalidate a lot of Melee further than they already feel. In circumstances in which melee feel a if they can't over-extend, mages already stand to have a most significant advantage. The only times in which cast interruption becomes a major issue is when a Mage is caught alone with their cooldowns down - which shouldn't ever happen in a team-based game and, in my humble opinion, that's the fault of the players, not the system.