You get double the punishment when you are locked out temporarily before and after you are interrupted, oh joy !!
I like the fact we don't have to confirm spells twice now though, i can nuke my ass off as THM yay !
bah and here I was just recently used to playing a MMO where I could cast a spell without getting it interupted at 99% cause my character sneezed.
Oh well least animation lock problems will be partialy solved for casters.
Btw is it just me that feels that the spell animations and impacts are realy underwhelming, and a 15min recast isn't realy gonna fit well for XIV, feels more like a recast time from XI.
I'd rather see they balance it with longer cast time or higher mp cost, or a mix of both, we already have so few spells to cast that long cooldowns isnt realy going to add any form of enjoyment.
Look @ the vid its an icon next to the hp bar that shoes when your char is moving and not moving. So if you mess up its your own fault <.<
I think thats bullshit, half the time I can't tell what Ifrit is doing cause im looking at his ass end.
I was kind of being sarcastic anyway, seems there is no stop to cast animation lock when you move after a spell which as someone above said was the main issue.
Besides I've seen you get caught in plume plenty /grins
Last edited by Jinko; 03-01-2012 at 09:48 PM.
That's true I'm having a field day with the server merger thread, so gooood to read. They deserve it too for all the bashing they gave the dev team for working hard.
I like how the casting bar is still messed up even for SE, who are in Japan, playing on localhost lolzzz
Moogle is gonna be fun.
And by "fun" I mean "Good thing I'm mostly nuking instead of healing when I do it"
what exactly does this fix and or how does it enhance the gameplay?
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