As an extremely seasoned PvP-player in other games, and in this game, I am struggling to come to terms with the mechanics of being auto-interrupted simply by taking damage as a spell caster. I've bit my tongue long enough and figured it is time for this to be addressed. This really isn't a poor me I play a class that has to cast spells and I'm complaining, but more of wanting to find out why it is this way, and why whomever develops PvP thinks this is a justifiable approach.
A brief explanation of the current issue for those that don't know what I'm talking about and to kick this topic off; spell-casters have their spells interrupted simply by being attacked. However, we are given a pvp-ability (equanimity that is on a 4 minute cooldown initially, or specd to a 3 minute cooldown) that allows us to free-cast ignoring the interruption penalty from and only from taking damage. This buff does not make us immune to other forms of Crowd Control such as Silences, stuns, or disorients. As well as a cross-class spell - Surecast, having the same affect as Equanimity, on a 30 second cooldown allowing 1 spell to be cast. The problem with surecast is that the buff is consumed upon spell cast. Therefore if you cast a spell then get stunned that 30-second CD is gone. So basically the one ability we have, that is on such a long cool down, that only prevents being interrupted from one form of spell interruption is pretty much useless.
Surely this is balanced though, right?
This is extremely unbalanced actually, as other classes I.E) Melee, bards, tanks, have no way, from a spell casters stand-point, to have their damage interrupted. Sure, some classes have CC abilities but nothing that entirely and COMPLETELY negates damage out-put. There is clearly a balancing issue here. For example, literally all a bard has to do is auto attack a spell caster and they simply cannot cast anything that takes more than .8 seconds to cast (Esuna). Not to mention run circles around you while doing their full rotation, but that's another topic entirely.
But spell-casters hit really hard!
Okay sure, the spell-casters are hard hitting and shouldn't be able to free-cast. I absolutely agree with that as well. But there has to be a different route to take rather than being constantly interrupted to the point where you just stop trying to cast all together. The great thing is, is that there are other ways to do this and have it balanced.
Okay, give us an example.
Take for example World of Warcraft; a very popular MMO and held in high-regards as one of the best PvP games available for MMORPGs. The way the PvP combat in WoW works is that basically every class has a silencing ability that, if used on a target while they're casting a spell, locks them out of casting spells entirely for 5 seconds (+/-). This ability is also on a rather short cooldown (10-15 seconds). Being hit does not interrupt any spell casting. Period. Now there are silencing abilities even implemented in FFXIV-PvP that further facilitates the current unbalance happening. Not only are you interrupted by simply being hit but you can be completely locked out of casting spells entirely.
My final thoughts.
I am shocked that this hasn't garnered more attention or has been announced (to my knowledge) of being recognized as an imbalance. I've personally played a healer and a spell-caster in PvP and I can tell you first hand that if you have a melee on you you it takes an extreme amount of effort to pull away and be able to fully cast your spells. I've also played at the other side of the spectrum, the physical classes and I can say that the amount of effort required to play and deal damage with them takes vastly less effort. Sure FFXIV may not want to be known for it's PvP, and don't want to put resources into the game. But I can vouch for many people who are extremely dissatisfied with PvP in its current state. Not just because of this spell casting debacle either.
There are many flaws with PvP in XIV currently, and its frustrating for everyone. I've had quite a few friends up and quit the game because they were so disappointed, and its sad to see them go because of it. I know XIV has potential in the PvP category and I want it to succeed. I tried to keep my thoughts and expressions in here simple and as unbiased as possible; a lot of you will disagree with me and a lot of you will agree with me, its the nature of the beast. In closing I do believe being interrupted simply by being hit has some added flavor to PvP, but its overall presence is far more negative than positive and there are much more acceptable and balanced ways of approaching this topic.
Edit for Deelo:
Surecast: Easily interruptable with a stun or silence and your 30 second cooldown is gone. This effect is consumed the moment you start your cast not after.
Swift cast: a full 1 minute cool down for 1 spell, mainly for black mages instant cast flare - that is being nerfed in this coming patch.
Blizzard 2: a 2 second cast that has an 8 second bind and easily breakable/interrupted/dodged.
Walls: How am I supposed to cast thru a wall? Only valuable to healers.
Range: Gaps are easily closed via Shoulder tackle, jumps. Maybe if casters had a gap opener it wouldnt be as big of a deal. Sure BLMs have Aetherial manip, but require some other person present to even use it.