Isn't that really just the restriction of mages being pushed onto melee too then? This change to casting isn't giving us more tactic options, it's actually giving us less it seems to me.
I think it will require more than just run around and zerg everything without a care or worry now. People might actually think about the party and what effect they have on it, something this game direly needs.
Ultimately... Movement interrupting spellcasting is a matter of preference.
Being able to move while casting allows for more dynamic fights where the party can be always moving
Imagine a fight where there is a big behemoth moving towards a city to attack it and your party had to kill it before it got there. With movement interrupting spell casting, you'll never see this
When you have to stand still to cast, the fights become more static
This may sound bad (and I would prefer more movement in the combat)... but its technically how classic final fantasy works.... You have generally always posted up in a spot, Hunkered down and fought your heart out.
So let's try not to argue these 2 points. because honestly.. Yoshi said he wants 3 types of spells
1. Spells that you must stand still to cast (Moving will interrupt)
2. Instant cast spells (Moving can't interrupt)
3. Spells that you can cast while moving (Movement wont interrupt)
So this leaves us with 2 issues that will be fixed at 2.0, the only problem being that 2.0 is still a ways off
First issue, some people just wont like movement being made to interrupt spells. But having certain spells that you CAN cast while moving would go a long way to ease their pain... Yoshi is just dead set on adding half finished systems and features into this game. Why would you add spells that are interrupted by moving and not add the ones that can be cast on the go? Maybe he enjoys watching people rage for months only to find that the change fit into the big picture in the end.
Seriously though... think about it...
Yoshi said : "Right now Movement will made made to interrupt spellcasting but in 8 months to a year from now, there will be spells you can indeed cast while moving"
Its kind of goofy if you ask me
The Second issue is the current server structure is admittedly GARBAGE. Adding something that hinges so importantly on latency was probably a bad decision until the server latency is in check. We all have to agree on this.
Also, Yoshi... I know you're new to the Public relations game... but you can't say "Gamepad users will be fine if they aren't worried about fast spell casting"
I mean, I guess you CAN say that... but expect a shit-storm as a result.
tl;dr So ultimately... come 2.0, we'll have a lot less latency and spells that can indeed be cast while moving, and I think that is an incredible compromise between traditional static casting and newer more dynamic fights. There is just so much time between now and 2.0
That's not exactly true. What do you call roaming parties in XI? They move(d) A LOT, and have/had plenty of time to keep a party adequately healed. And they did it just fine w/o moving while casting.Ultimately... Movement interrupting spellcasting is a matter of preference.
Being able to move while casting allows for more dynamic fights where the party can be always moving
Imagine a fight where there is a big behemoth moving towards a city to attack it and your party had to kill it before it got there. With movement interrupting spell casting, you'll never see this
When you have to stand still to cast, the fights become more static
This may sound bad (and I would prefer more movement in the combat)... but its technically how classic final fantasy works.... You have generally always posted up in a spot, Hunkered down and fought your heart out.
The REAL issue here is not a result of the spell-interruption while moving feature; the REAL issue is that battles requires EVERYONE to SPAM just about EVERYTHING in order to effectively defeat an enemy.
Tanks have to spam EVERY hate move in their arsenal just to get a mob's attention; DDs have to SPAM abs and weapon skills like crazy just to do any dmg; and Healers have to SPAM cures constantly just to keep the pt alive. This means that the healers have to be ON TOP of the pt at ALL times, practically (which, of course, makes roaming virtually impossible, now that they can't move/cast at the same time).
As for the Behemeth running towards the city example, that's what bind/shadowbind/provoke is for; at least, what it "should/could" be for in the event that SE adds that sort of content. Bind the enemy, or get his attention by spamming hate moves, then he "runs toward the city" again once he resets hate (just an example).
There is a difference between moving *during* fights and moving *between* fights
That could still be fun...As for the Behemeth running towards the city example, that's what bind/shadowbind/provoke is for; at least, what it "should/could" be for in the event that SE adds that sort of content. Bind the enemy, or get his attention by spamming hate moves, then he "runs toward the city" again once he resets hate (just an example).
Not everyone zerged around and didn't consider other players before this patch. What I meant by my previous post by having less tactics is that now melee only have a certain range they are allowed to go, which is kind of stressful on everyone. Especially with positioning for combos and then deciding basically where is best to plant yourself as a mage to try to hit everyone. At least there was some minor leeway before, but now it's leaning towards just not fun. This function was put into place for PvP, so I'm not sure why it can't just be a restriction in PvP then.
Last edited by Eldaena; 03-20-2012 at 10:54 AM.
Why are people still talking about this? If you go read over the past 83 pages, people have stated the EXACT same things. Leave this alone already, you can't change their mind. It's getting redundant.
I think if they make spells... I don't know... I don't really have anything to say... this is really just the most entertaining thread
edit: its only page 21 for me
If people don't keep talking about it, then it will get pushed aside and deemed "unimportant;" then no one will be happy. But, um...I think there's still a good chance to change ppl's minds about it. Anyway!
I don't think we're seeing the whole picture. MAYBE (or rather HOPEFULLY), they implemented this feature to prepare players for the upcoming changes to the "pace of battle"Not everyone zerged around and didn't consider other players before this patch. What I meant by my previous post by having less tactics is that now melee only have a certain range they are allowed to go, which is kind of stressful on everyone. Especially with positioning for combos and then deciding basically where is best to plant yourself as a mage to try to hit everyone. At least there was some minor leeway before, but now it's leaning towards just not fun. This function was put into place for PvP, so I'm not sure why it can't just be a restriction in PvP then.
If ppl weren't running around aimlessly, attacking every mob they see (when partying), then this "no moving while casting" thing wouldn't be such a big deal.
Not saying that EXP needs to be slowed down (just increase the exp gained from each battle); I'm just saying they should draw the battles out more. It's the only way to make leveling more engaging, rather than such a tedious chore.
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