Originally Posted by GreatLeviathan
Prolly live in their mommy's basement playing the game 23/7.
Yoshida probably should have added fine print:
"You're ok with fundamental changes as long as it doesn't go against what you personally want." lol
I guess we can agree to disagree. Who's to say he doesn't want to play mage later on?
And the tank and spank thing. That pretty much goes on in EVERY fight. Tank gets hate, DD's do damage, Mages either heal/debuff/nuke. It's pretty much always been like that.
PvP is going to change, and that is a whole year away. They are still adjusting combat and classes. Classes are always getting adjusted, so leave that unbalanced stuff for the future.
He's also not just talking about PvP. He also shedded a lot of light on PvE.
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.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.
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.
What about more dynamic encounter such as Ifrit, or do you want that to be removed?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.
Sure grinding raptors it is easy to have 8 people stand where they should be but its just grinding raptors and you don't usually have to do anything exciting or pay attention after you get in the groove. But for more exciting stuff it shouldn't always that way.
See, I want more dynamic fights where standing completely still 100% of the time isn't an option.
But mostly I hate it when on a persons screen they are standing dead still but the server doesn't know it yet...
I personally don't like magic classes. But that doesn't mean I don't play them, I am a team player when it comes to my linkshell and friends so I roll a THM or CONJ occasionally. I know how the magic classes work, thats why I posted, trust me I wouldn't waste my time posting if I didn't know what I was talking about. I understand your very touchy about the topic, so I'll try not to disrespect your opinions.
Now lets talk about realism, the appearance of being realistic. I personally think that casting magic takes concentration, think about it. Perhaps SE can add a skill that allows movement while casting, which would come in handy for those hard parts of the battle.
Darkstarpoet1 I mean no harm or disrespect towards you.
Did you NOT read my other posts?
There are very few instances where you are required to run and cast at the same time as a conjurer. That's why it's best to have 2 conjurers for the run. If your tank is taking so much damage that you have to run and heal, sorry but here is that old saying "you aren't doing it right".
For Thaumaturge, you should be focusing on Ifrit and studying how often he does a big move like eruptions/plumes. When those do go off, you know you should be running to begin with. When you start running, your spell will go off and you will get caught in eruptions with the system we have now.
Trust me, I do too. Ifrit is one of those cases.Sure grinding raptors it is easy to have 8 people stand where they should be but its just grinding raptors and you don't usually have to do anything exciting or pay attention after you get in the groove. But for more exciting stuff it shouldn't always that way.
See, I want more dynamic fights where standing completely still 100% of the time isn't an option.
But mostly I hate it when on a persons screen they are standing dead still but the server doesn't know it yet...
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