as long as it makes u not still do the casting animation when u cancel, unlike now, i'll be happy
as long as it makes u not still do the casting animation when u cancel, unlike now, i'll be happy
In my very own opinion, things like preventing movement while casting is more of a balancing mechanic than something to cancel an action (and moving in XI wasn't even the best way to cancel longer cast time spells, healing and re-standing was).
It's a small thing but something that I believe (depending on how the battle mechanics will be set up) will be something that is important to the game balance. Since everyone is still always so keen to use XI as an example, I'll do the same.
in XI, if BLM didn't have to stop to cast their Damage spells, what would be the point of Strategic magic like Bind and stun? BLM for those that used it correctly was a solo Powerhouse, some of the things they could do (or more importantly a group of them could do) in terms of End game content was madness(kaeko anyone?). Not having to stop to cast would have made this far more of an issue.
Taking this into XIV, in which we're in a transitional phase from 1.0 to 2.0 - As I see it once you removed the animation lock that these servers have once we implement 2.0 would basically be the above scenario. Instead, they are taking away our ability to cast while moving now (even though I'd say being able to cast while moving now because of server lag is still a joke if you think you can) so that when everything rolls around for 2.0 we're not bitching and complaining then.
The way I see it:
Moving while casting = less potent spells to compensate for this huge advantage it gives you.
Not moving while casting = Strategic placement of your body to optimize the situation without compromising your abilities.
In Rift, the most important spells that a caster could use all required you to stay stationary. And that's another one of those PvP heavy games.
It's all a balancing act even in the most minute and overlooked ways.
I see two main problems with having spells stationary casts only:
1. This game is supposed to be more fast paced and roaming, so if melee jobs are always on the move then mage jobs need to be able to keep up with them. Melee would constantly just move out of the range of spells being cast.
2. In fights like ifrit, this would mean certain, constant death for mages. I don't know how often I die as a conjurer because ifrit makes an explosion right under my feet and I can't get out in time. This would make that 10x worse. Mages are frail characters, and need the mobility to keep themselves alive while trying to keep everyone else alive. The current system of mages having to stop moving when the spell is actually being cast (and not just conjured) is bad enough, although acceptable given its rationality.
Ifrit is not so bad to be stationary with, just have to be careful of the cracks. Really.I see two main problems with having spells stationary casts only:
1. This game is supposed to be more fast paced and roaming, so if melee jobs are always on the move then mage jobs need to be able to keep up with them. Melee would constantly just move out of the range of spells being cast.
2. In fights like ifrit, this would mean certain, constant death for mages. I don't know how often I die as a conjurer because ifrit makes an explosion right under my feet and I can't get out in time. This would make that 10x worse. Mages are frail characters, and need the mobility to keep themselves alive while trying to keep everyone else alive. The current system of mages having to stop moving when the spell is actually being cast (and not just conjured) is bad enough, although acceptable given its rationality.
It is a big problem for places like Darkhold where you have to avoid mobs but heal the tank. Unless they remove the timer, there really will be no reason to do Darkhold for anyone because of it's level of annoyance, than it's lack of reward.
Be carefull what you ask for, you might just get it.
I am refereing to the thousands of post made, telling devs to make a way for us casters to cancel spells. 99.9% of those simply demanded a change allowing spells to be canceled, barely .1%, if that many discuss the means by which to do so.
I hope SE is thinking this over carefully, because I just see this making a mage's job (Especially for Conjurers now.) ten times harder. Who's ever found the annoyance of having to spam Protect, Shell, Stoneskin, and Stygian/Shock Spikes because someone decides to run off or the whole party does? So you have to chase after the group just to buff them, sometimes getting all or most of them, other times maybe 3 including yourself. Personally I have never had any problems cancelling a spell, you hit the same action hotkey as it's casting and it'll stop mid-cast. At times I would end up accidentally cancelling a spell unintentionally but never had problems trying to cancel one on purpose. Moving to cancel a spell worked in FFXI, but I don't see it working here very well...
Why it worked in FFXI: Parties were settled into a single position normally thus you didn't need to run far. Just stand in range of everyone, tack on a buff, and resume play. One person ran off, pulled a target and the tank took over.
Why it won't work in FFXIV: For one, unless the durations are also changed, buff durations of spells. Typically a buff (Like Protect and Shell.) lasted for 5-4 minutes, up to 7 minutes if you used Roaming Soul. Unless this has been changed you'll find much more frequent downtime as you need to stop for everyone to stand still so you can buff them. Otherwise you'll just have to go a great deal of the fight without any buffs. The biggest issue is that camps tend not to be stationary, instead the entire party roams a large area continuously attacking creatures until they fall and then move onto the next one. Forcing spell cancellations by moving around will make it twice as difficult to buff somebody when the party is always on the move.
The only thing that could counter that is shorter recast times for buffs, heal spells, and longer buff durations. I worry if curing may be a nightmare when this drops. Need to heal with an AoE spell? No can do, gotta wait until the party stops moving long enough to do so without drawing a huge amount of hate from doing so as they engage. It's not really a fault of the dev team, rather the playerbase but doesn't mean it'll change anything but making a healer's job more difficult.
I don't like the idea of moving interrupting spellcasting either. If players need to cancel their spellcasting, there should be some sort of button command or UI icon to click to do it instead, and without causing any animation lock, at that.
I'm pretty sure they mean games that involve split-second responses in terms of movement and executing actions. Really, I think the Ifrit fight has some twitch elements.
Either that, or they mean Twitch from League of Legends, lol...
Last edited by Tetsaru; 12-13-2011 at 02:49 PM.
Twitch would be the first one not the second :PI don't like the idea of moving interrupting spellcasting either. If players need to cancel their spellcasting, there should be some sort of button command or UI icon to click to do it instead, and without causing any animation lock, at that.
I'm pretty sure they mean games that involve split-second responses in terms of movement and executing actions. Really, I think the Ifrit fight has some twitch elements.
Either that, or they mean Twitch from League of Legends, lol...
I'm more not for the twitch type of combat that comes from certain games... I do not mind the fast pace action of boss fights however if instead this game was more like FEZ (Fantasy Earth Zero) or some other FPS type action RPG I would not be too happy. Would I play it... sure I played all those other... I personally do not think of full twitch fast action RPG when I think of a FF game.
It is sort of like the argument people had with SWTOR (really don't want to talk about it but meh) they wanted twitch combat and darn it my light saber should kill someone in one hit just like in the movies...
the cat is bemused =-.-=
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