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  1. #1
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Krausus View Post
    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.
    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..
    (4)


    http://crystalknights.guildwork.com/

  2. #2
    Player
    Mindx3's Avatar
    Join Date
    Aug 2011
    Posts
    137
    Character
    Myst Aura
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    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
    (1)

  3. #3
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Mindx3 View Post
    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.
    (8)
    Last edited by darkstarpoet1; 12-13-2011 at 06:07 AM.


    http://crystalknights.guildwork.com/

  4. #4
    Player
    Mindx3's Avatar
    Join Date
    Aug 2011
    Posts
    137
    Character
    Myst Aura
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by darkstarpoet1 View Post
    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.
    How could you possibly tell how good i am haha ? Retard edit is retard...the system in place breaks encounters idiot your post proves it. Your complaining because the game is getting a small difficulty increase and im praising it...
    (1)

  5. #5
    Player
    Celtodeno's Avatar
    Join Date
    Mar 2011
    Posts
    213
    Character
    Critin' Tarantino
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Mindx3 View Post
    How could you possibly tell how good i am haha ? Retard edit is retard...the system in place breaks encounters idiot your post proves it. Your complaining because the game is getting a small difficulty increase and im praising it...
    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.
    (8)

  6. #6
    Player
    Join Date
    Aug 2011
    Location
    Grid
    Posts
    982
    Quote Originally Posted by darkstarpoet1 View Post
    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..
    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.
    (4)

  7. #7
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by darkstarpoet1 View Post
    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..
    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
    (4)

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