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  1. #1
    Player
    Pyretta_Blaze's Avatar
    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    625
    Character
    Hazel Meade
    World
    Excalibur
    Main Class
    Fisher Lv 51
    I don't think I like this. I DO want a way to instantly cancel casting spells, but I don't like it being by movement. People shouldn't die to cure being canceled at the last second because a controller is touchy... I could see making cast times longer or something if you are running around or something. I suppose I will just get used to it, I did in FFXI.
    (3)

  2. #2
    Player
    Lucifer's Avatar
    Join Date
    Mar 2011
    Posts
    413
    Character
    Lucifer Morningstar
    World
    Ultima
    Main Class
    Arcanist Lv 3
    I see no problem here.
    Move along.
    (2)

  3. #3
    Player

    Join Date
    Mar 2011
    Posts
    65
    I am gonna have to agree with mr. lord almighty of all of what he surveys Jinrya Geki on this one. Unless they make the dmg out put higher on mages to make it worth staying in one spot, i dont like this change. This game has been unfair to mages since the begining. Remember when melee can out xp mages cause they attacked more? Seriously when is SE gonna fix this mage racist attitude they have? And how about those Ifrit weapons of ours..... its a complete joke....
    (6)

  4. #4
    Player

    Join Date
    Aug 2011
    Posts
    179
    Lame change. It was actually nice to be able to move yourself while casting... we already got locked up when the cast intiates and when it was casted, that was more than enough. Now we'll have to stand still all over again.. (from XI days..) This patch.. /sigh.. At least TOR comes out tomorrow..
    (5)

  5. #5
    Player
    captainpicard's Avatar
    Join Date
    Jul 2011
    Posts
    297
    Character
    Captain Picard
    World
    Hyperion
    Main Class
    Goldsmith Lv 50
    A system that allows you to move and utilize word hole simultaneously is a lot more dynamic then a system where you are static.
    (5)

  6. #6
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    You never/barely ever had to move in fights in FF11, so it worked there. I'd like them to continue with the mechanics of the Ifrit fight and make more movement/action based battles. If they can manage that while requiring us to stand still, I have no complaints, but if not then I'd like to be able to move around.
    (3)

  7. #7
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    This will ruin the ifrit fight, btw
    (4)
    Healer strike is ridiculously foolish and accomplishes nothing

  8. #8
    Player
    Join Date
    Aug 2011
    Location
    Grid
    Posts
    982
    Quote Originally Posted by Dubont View Post
    This will ruin the ifrit fight, btw
    Um? I'd love to hear the explanation on that....


    Mages don't have to move at all unless they get an eruption under them. If they are casting and eruption is under them 8/10 times they are going to get hit by one of the explosions.

    If you start casting and have to run, 9/10 you're not going to be able to get back to your target before the cast time completes.

    The only "issue" I see regarding Ifrit is that I like to long-cast my raises during his jumps on my fallen comrades... start casting, then run to a safe spot, then weave back to the target for the end of the cast. Won't be able to do that anymore... but that's ok I just like to save chainspell for emergencies.
    (3)

  9. #9
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by RemVye View Post
    Um? I'd love to hear the explanation on that....


    Mages don't have to move at all unless they get an eruption under them. If they are casting and eruption is under them 8/10 times they are going to get hit by one of the explosions.

    If you start casting and have to run, 9/10 you're not going to be able to get back to your target before the cast time completes.

    The only "issue" I see regarding Ifrit is that I like to long-cast my raises during his jumps on my fallen comrades... start casting, then run to a safe spot, then weave back to the target for the end of the cast. Won't be able to do that anymore... but that's ok I just like to save chainspell for emergencies.
    No more chain spell whm only!!!
    (1)

  10. #10
    Player
    KumaAkuma's Avatar
    Join Date
    Mar 2011
    Posts
    803
    Character
    Kuma Akuma
    World
    Omega
    Main Class
    Marauder Lv 90
    It won't ruin Ifrit fight. Mages don't run there unless they have to run away.

    But in general it would ruin a lot, because it's hindering yet again the freedom of movement. If they ever bring out PvP like they said they would, this thing will be the first to be removed again at the next patch after, because the QQing you'll get from mages then will be insane.
    (3)
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