Quote Originally Posted by Yelta_Sumasu View Post
If it is a spell cancellation thing, just make a "end action" key. If it is a class balancing thing then just make cast times longer and/or reduce spell effectiveness if you are moving. If it is both then do both, that's fine. But please don't make the slightest movement have to end completely or your spell doesn't cast... I don't even mind a half a second of animation lock at the very end of the spell.
But why would you need to move? That's what I don't get. I can think of plenty of scenes where moving because of a move or needing to heal someone far away is because of the caster or the parties fault.

Raptors for example: Everyone knows they have a frontal AoE and a backside AoE. If everyoen is doing what they are supposed to be doing (staying on the sides) you shouldn't have to move. If someone is too far, that's their fault for rushing to get another link and not getting healed.

Ixali: They have a crazy local AoE around them. What do you do? Don't stand by them.

People need to adapt to the environment, and I honestly think running and casting is a crutch to bad battle placements lol.