Why I posted this here was to be continued...
Also, do forgive me. I was lead to believe from the trailer that Louisoix teleport everyone but himself, who prayed for salvation before ragnarok fell releasing Bahamut from slumber, to a safer time.
Something new to talk about... and why I posted It here was so I can edited it and post it in the proper place at a later time when I'm done editing.
This is Kotei Aerie speaking to Ragnarok(devs) praying at the shrine of Thaliak before Dalamud fell...The bold text is supposedly from Yoshida-san on this topic...I took the parts I thought to be the most important out of the post and place them here for reference. I'm sorry if it confuses some people.
Image and Role of Casters in Parties (Mainly black mage)
This is a pretty fundamental idea, but first off, the below is the image for predominantly magic using classes in FFXIV:
Lowest defense of all classes
Largest amount of damage for a unit of time amongst all classes (high DPS)
Can deliver a concentrated amount of damage in a short time and push the envelope, but will guzzle MP
Possesses crowd controlling status ailments such as Sleep/Paralyze/Bind/Charm/Heavy
In other words, as long as they are able to cast and not run out of MP, they will possess a great deal of destructive power. However, it is setup to be an extremely one-sided class in the sense that once an enemy gets close, your spells will get interrupted and your HP will fall instantly.
As is true for MMORPGs, I would like magic users to be a shining class in FFXIV as well. By maintaining a good distance from a monster, if you can keep firing off strong spells, you will be able to defeat monsters comfortably as long as spells are not resisted.
However, it is a difficult class to manage because if you are not careful your MP will run dry, or you might miscalculate the distance to your enemy and before you know it you are dead.
By commanding these spells which are called “crowd control spells” or “debuffs” in the MMORPG world, you can prevent enemies from getting near you and by combining this with spells that deal damage, you can defeat them before they come in contact with you. This is the fundamental stance for playing a caster class.
Additionally, in order to deal with emergencies when enemies get close, casters will also be armed with instant cast spells. This type of magic has no casting time and as long as the recast timer is up you can just target and activate it in a flash. (There is also non-target AoE magic as well…)
However, in exchange for there being no casting time for these instant cast spells, they will be balanced with low damage for attack spells, low effect duration times for debuffs, be easily resisted, and have long recast timers.
The reason why they are “casters” is because they are able to select from a variety of spells based on the situation, not only damaging spells.
Image of Casters for Solo Play
To put it simply, it follows the below flow:
1. Attack enemy from max range with the most damaging spell
2. Monster aggros and begins to move to attack
3. Cast sleep and put monster to sleep (OK to slow their movement speed by adding a heavy effect)
4. Move to the max range while the enemy is asleep or weighed down
5. Once you have established distance, turn and fire off an attack spell combo to deal a maximum amount of damage
6. Once damage has been dealt, sleep will wear off and the enemy will begin to move again (however, their HP is halved)
7. Cast attack spells for combos and lower the enemy’s HP
8. Finally, use a spell that recovers MP and defeat the enemy
Understanding the enemy’s remaining HP and the amount of damage needed to finish them off is the way a caster solos. If you adjust the damage appropriately so that you can use a spell that has an MP recovery effect, you can move on to the next enemy without much down time.
However, these are the fundamentals for enemies (monsters) that do not have ranged attacks.
This is what we were considering when we took out the ranged attacks in 1.20 that monsters had been unreasonably given, so this basic way of playing would become possible.
(Paradoxically, if we didn’t revamp actions and remove these ranged attacks, it would not be possible to create this style of caster, so we took care of each portion leading to 1.20.)
From patch 1.20 on, we will need to carefully handle casters in regards to monsters that use magic and ranged attacks.
The main reason being that once a caster is attacked, their spells will be interrupted and will no longer be able to attack. (For this we will be performing adjustments as necessary for casting impediments.)
In this environment, if we were to have casters that could move while casting spells, the balance would be completely destroyed and this is one of the reasons that we are planning to make it possible to interrupt spells through movement in the future.
(By possessing status ailments that make it extremely easy to gain distance from a monster, having this would only make it even easier.)
This is also the meaning behind making movement=immediate spell interruption (once the server coordinates are updated, casting will be terminated).
Image of Casters for Party Play
While not much will change from solo play fundamental of “don’t let the enemy get close,” the constraint of not generating too much enmity will be added. Casters have very high stats compared to other classes for dealing damage. If they over do it too much, they will quickly generate a great deal of enmity, the enemy will target them and they will be killed before a gladiator or paladin can help them.
Naturally, players that play casters can show off their skills by using instant cast spells, which can be fired off even while moving, to avoid danger. As noted earlier, the amount of actions you can perform while moving are not zero.
In regards to PvP situations, being able to cast spells while moving disrupts the balance.
Not completely accurate, don't give me something and take it away is the argument. They are saying overpowered which I disagree with. I'm saying they are to competitive in the aspect, Let me switch to the job and show you how it's done "better" concept. If they can't figure out a tactic, which I'll post below,then they are refusing to grow as a player.
1. A black mage casts a spell on a paladin from long distance (not the maximum distance)
2. The paladin cannot attack the black mage unless (s)he moves closer, so (s)he performs one of the following actions
A. Move out of the black mage’s attacking range
B. Run toward the black mage to shorten the distance
C. Throws a dagger at the black mage. "1. A black mage casts a spell on a paladin from long distance (not the maximum distance)"
3. The black mage observes the paladin’s action and performs one of the following actions
A. Chase the fleeing paladin while casting spells
B. Run away from the pursuing paladin while casting spells
C. Cast sleep to put the paladin to sleep (there is a possibility that the spell is resisted)
D. Is hit by the dagger and cast is interrupted.
4. The paladin decides to pursue the black mage, but the black mage continues to cast spells while running away from the pursuing paladin
A. Paladin throws another dagger at the black mage. "If you want to use a dagger here you go."
5. Although the black mage has to stop temporarily while casting a spell, the paladin was unable to close the distance to the black mage and was defeated
A. Paladin's movement interrupts his/her aim.
I see the point but if moving doesn't interrupt range attack then this shouldn't be an issue. Do you see them toss the weight at the Olympics and not gain momentum to start, or how about one running to pole vault like a dragoon would to jump.
Being able to cast spells while moving is way too advantageous for mages.
Basically, the paladin has no other choice but to flee out of the black mage’s range.
However, the mage who can cast spells while moving will probably obstruct the paladin from fleeing by casting sleep or heavy.
Essentially, it is impossible for the paladin to win with the current specs.
This is a terrible imbalance that cannot be overcome with player skills.
Not true, but moving and range attack distance compared to casting while moving.
Example: This one in relation to two. The first being cast time, and the second being recast time.
Black mage uses Sanguine Rite.
Black mage doesn't run and stands strong against the warrior.
Black mage starts casting Freeze.
Warrior hits black mage five times before ancient magic goes off.
Warrior defeats black mage.
Example 2:
Black mage movement inturrupts his/her cast.
Black mage spell is inturrupted by the Warrior.
Black mage is unable to see the warrior.
Okay, With those five negatives set to not moving while casting.
Example 1a: Warrior concept.
Warriors movement interrupts his/her aim.
Warrior is unable to see the black mage.
Example 1b: Warrior positive outcomes without range attack.
Warrior uses Rampart.
Black mage starts casting sleep.
Warrior uses Steel Cyclone on the black mage.
Now there you have it. How is this concept not "overpowered" for the warrior. Black mage have five things to worry about, where as the warrior only has two negative outcomes when it comes to range attack. It is true that there is an arguable third negative for the warrior in telling to the range difference on throwing an item to casting a spell. I left it out because if the black mage doesn't instantly cast then the warrior would have more then enough time to get close enough to toss an ax at the black mage causing an interruption, then has a weapon skill to counter the black mage sleep spell. Taking away the limitations on range attacks in general, where as movement interrupts them, will solve this problem. While still keeping the if not seen then unable to act.
On a side note to the underlined text...
In the MMOPvP games I've played I have yet seen a case where if it was a surprise attack on me, meaning they got a preemptive strike on me, that I'm not at a disadvantage and am most likely going to lose that confrontation. Less I can reacted quickly and/or think on the fly while running way.
A compromise...
1.Warp for all mages. Teleport, Warp, Escape, X-Zone etc. This skill will warp me to the proper casting range of the direction I'm facing instantly (In relation to what's targeted), but moving after a spell is cast will cause an interruption. In addition to the overpowered theory, I would like to add that doing this does not cause the loss of targeting on the mage that warped, or the one being warped from. For example the black mage uses warp while both the warrior and black mage are targeting each other. After the warp you didn't leave targeting range, so both the black mage and warrior would still be targeting each other. The warrior turns and throws an ax at the black mage. The black mage staggers. Shall we continue? The warp range isn't to the longest distance spell, but to the longest range attack distance (arrow, throwing weapon). I believe it would be better for it to go off of TP like Second Wind did, over MP, unless the recast timer is lengthy then instant no cost activation. Setting it up just like Second Wind would probably be the best course of action.
On a side note to the first compromise.
If it's not possible to keep targeting, then make both lose targeting. As well as default the camera behind the warper when they appear.
2.Not make movement effect range attacks. Warrior tosses an ax. Black mage casts stone. Magic attack is a range attack, as is an arrow or throwing item. The point on that they are different in distance is not relevant, or at least that's my opinion. Sorry for that outburst.
/laugh...
Am I still allowed to set any weapon skill on any class? If not then... That's to bad. If you left the weapon skills alone then there wouldn't be an issue. The fact that my TP is useless on a mage is the issue in my opinion.
Starts
In the current version of FFXIV, we have not made any severe range adjustments on individual spells, but proper adjustment will be made on each spell as we move on. Therefore, when 2.0 comes along and PvP is implemented, it will be important for players who play as a mage, a long ranged attacker, or a close ranged attacker who wishes to make a name for themselves, to fully grasp the attack range for each spell. You will be able to guess which black mage spell has the longest range and which magic attack you just received by studying the colors and shapes of the spell effects and by their damage. Likewise, it is very important to memorize which class/job possesses which spell.
In this way, it becomes necessary to have the designs to “cancel spellcasting when a character moves” and “only allow spells that can be cast instantly to be usable while moving” in order to maintain the balance between classes and make use of their uniqueness. This is reason number 2.
On a side note, mages are a truly fun class to play in PvP. Unlike a monster, your opponent is also a player so there is no need to worry about enmity. Naturally, the mage will become the primary target for the opposing side because they have the ability to deal high damage spells from long range, put allies to sleep, and stall their advance. In other words, they are the class that players will want to defeat first and this will be quite easy if they can get close enough to the mage.
Therefore, when a mage encounters an enemy party in a PvP situation, he will want to get out of their sight. This can be done by hiding behind trees or by backtracking and putting some distance between the enemy, but the mage’s function is to disable the enemy, so at a certain point he will come out of hiding and cast Sleep for example… The risks are high but if a mage can find himself free (not being harassed by the enemy whatsoever), then he can cast as many spells as he would like.
This is the reason why it should be changed your talking about a black mage, but what about the white mage that's assisting the black mage. PvP everyone can throw a pebble. Yoshida-san's tactic on hiding in bushes as a lalafell is the only solution to a steadfast battle system. I respect that tactic, however the game isn't as enjoyable if your stuck in one spot and the AI does all the auto attack work.
Implementation
This has been a very orthodox narrative on mages, but this is the foundation of mages for me and the rest of the development team. Of course we will be adding spells, abilities and effects unique to FFXIV, so not everything will follow this foundation. (chain spells, nullifying the enemy’s interruption, increased casting speed, increased casting range, etc.)
If the enemy doesn't ever interrupt me then this is okay, but if they do then casting while moving needs to be brought back in. Standing still and just letting auto attack take over is quite boring and not enticing.
Therefore, I believe it is necessary to implement the spec in which spells are canceled if the mage moves while casting the spell in order to establish this foundation for mages.<- so another words less hassul to pick this form of mage to lower the enjoy ability of gameplay doesn't seem proper.
Some of you may think that it would be better to make this change in FFXIV 2.0, but players will be averse to change once they have gotten used to a certain system, so I would like to make this change as soon as possible. Some of you may think that it is too late to make this change over a year after launch, but I believe that it is crucial for the game to take all the steps necessary to implement this foundation. I apologize that this is a long process, but we must make these adjustments one update at a time in order to restore balance to the game.
No, we already got use to the system and you changed it because it would have had been more changes to three or four other aspects over just the one. Makes the game boring to just stand in place staring at an auto attack log. Spell interrupted, have to wait three to five seconds for the move to clear before using it or any other move again. This is where I believe it's not a good concept to interrupt cast on movement. PvP it will never work, and if FFXIV goes PvP I wont play it in this battle system. It's suppose to be fast pass on your toss action. If you have to plant ones feet because you can't concentrate on the task at had, while running for your life, why are you playing.
Conclusion
Some of you may be thinking, “wow, this was all so obvious.” However, implementing this kind of fundamental stability will allow us to add on so much more to this game. My philosophy for game design, not only for FFXIV, but for all games in general, is that doing everything innovatively, originally or with a novel approach does not always work. As a result, there was no party play strategy involved in FFXIV at the time of its release, which led to disappointment due to players being unable to feel comfortable with the game.
Moving while casting on FFXIV was more inaveted then moving inturrupting casting on FFXI.
On my closing note lets say this...
Don't nerf something evenly, overpower it evenly. You can not reach the ideal version of the game if your worried about a maxed level player being overpowered.