I was just stating that it's not like that. You don't HAVE to keep the Chimera stationary. There are plumes that make his health go down way faster than just whacking away at it. Why do you have to be such a douche. And go back to Ifrit
Last edited by DeadRiser; 03-15-2012 at 01:03 PM.
For someone who likes to use technicality to win arguments, don't like the same done to them. Especially when you have resorted to derogatory name calling cause you are not winning one. By the way, reported your post.
(Waits for, "I don't care" response.)
Derogatory name calling? Whatever dude. I'm over you
this is a pretty big deal apparently also /upset @ lina![]()
Currently playing: Fire Emblem Awakening & Tales of Xillia.
I'm glad to see some people actually post constructive suggestions.
Good idea.If we want to go for realism ( big LOL here =p ) wouldn't it be more realistic for weaker spells to be cast while running, and more difficult/powerful spells would root the mage? Like say fire, aero, stone, thunder, blizzard and eventually water I guess would be like smaller spells that could be cast when moving. Then the second ones may root you but have lower casting times than the third installment. Also maybe Cure could be used when running, but cura would root you with a lower casting time than curaga. etc.
Regarding PvP, sleep should be also a spell that roots the caster.
my favorite idea was always to just slow the mages down and not forcing them completely to stop.
either just the walking mode when casting or (if it's possible) adjust the movement speed depending on the spell,
like 75% mov.speed for cure, 50% for damage spells, 25% mov.speed for sleep etc.
it doesn't have to be black or white guys.
tell me everyone - what kind of compromise would you like?
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I wonder if spells were less effective while moving if they'd gain the same enmity as spells at full effectiveness? I mean it would make sense that they wouldn't but I wonder if it's programmed to show differentiation?
Er, WHMs couldn't move and cast in XI, learning how to heal a group in fights with a lot of necessary movement was simply part of the job (pun intended!).I'd like to flatter them more, but this change made me hate casting classes since 1.21.
I leveled archer without any reason because I loved conjurer and didn't want to play anything else in a group.
Now I rather play BRD than WHM because in any situation (with few exceptions) my ability to heal and protect is greatly reduced.
It's great for very stationary fights like Ifrit where you never move unless an explosion spawns beneath you.
For everything else, I have to say I kept my party alive despite the changes to spell casting instead of "It became easier now."
I also play BLM and everything Yoshi-P explains makes perfect sense for this class, not being able to cast while running is okay as BLM.
But not even once Yoshi-P said anything about Whitemages, healing, etc. so I'm starting to think he forgot they are affected by these changes too, and in a pretty negative way.
I just want to note that go look at any sort of media where you see mages casting spells in an action environment. You're rarely going to see them stand still for 20 seconds while getting slashed and gutted by an enemy... they run around, they jump, they flick their wrists and throw fireballs and all manner of engaging things.lol I'm sorry but that is just a perfect example of how silly it looks to see ppl move while casting. They look like they're having a snowball fight. The KILLING curse, considered to be one of the most effective and physically "draining" spells around is nothing more than the flick of the wrist?
Players can just run around in circles, not even facing their damn enemy, avoid getting hit, then take down 30% of their enemies hp? That seems fun to you? That seems fair?
I'd much rather see something like they had in XI. Find ways like /NIN, BLINK spells, etc. to bring about different styles of fighting. Don't just let mages run around aimlessly and get away with casting w/e the hell they want. Can you imagine someone in XI casting that new lvl 99 Meteor spell while running? It's probably like a 20 sec cast time lol
Take a look at your video @ 1:26-1:30. That scene reminds me of that scene in Boondocks when the two guys start shooting at each other without even looking lol
This is what "running away while casting" comes off as:
http://www.youtube.com/watch?v=KuYd9pA8LIY
As far as MMO's go I believe there is a place for stationary casting-bar casted spells and instant-cast spells you can use on the move without stopping. In my eyes, that's a good way to balance allowing players to do things while mobile, while making them commit to higher power abilities or spells by stopping.
For fast paced MMO yes, lot of instants works just fine. For XIV... I don't want gameplay to be tailored for mages who are supposed to use instant spells because of the latency issues.
If let's say we have Sleep which become instant, it means that the gameplay will take that in consideration and we may have a boss encounter where players will be given a second or so to sleep popping adds let's say. What will happen in that case? JP players? Fine, latency is low, they'll sleep. NA? Well latency is average they may be able to sleep. EU? Screwed as usual.
Same goes with any spells. So if they make it instant, then the gameplay will have to be adjusted for that, making it really difficult for those who have to bear with a high latency.
However when a spell casting time is 3 seconds, latency weight less in the average time a player will need to react + cast a spell, so everyone will more or less on par.
Antipika.
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you can try and argue the casting while moving in a PvP setting all you want but just about every mmo that has PvP agrees that casters should not be able to move while casting its a huge imbalance in PvP. Also when PvP is activated should have no baring on this change, because whether it is done now or 6 months from now its still gonna be done, best get used to it now. ill give you the server issues but again we are talking about a half second delay.But if we could cast while moving there is still a delay because of casting time of spells. If you want to get into specifics for pvp, most melee have a lot more hp than mages, so even if we could cast and move, we'd run out of mp, they'd still have hp, and would be able to catch up with us since we'd need to stop moving to regain mp. Then melee would beat the crap out of the mage. lol If a mage would try to cast while getting attacked, the spells would most likely just get cancelled, so on and so forth.
Anyway, pvp isn't in the game now and the restrictions for mages hurts everyone. Melee that use spells and how well the mages are able to help out the melee in combat. Not to mention it's not the ideal implementation since there are still big server issues that need addressed. Even if it's similar to this in other MMOs, how does that make it okay for this one? I thought we played FFXIV because it was different? That doesn't seem a valid reason for the change anyway you look at it. This is pure pvp reason for the change even if people will disagree with that.
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