Yoshi-P, you the boss!
Yoshi-P, you the boss!



If a large part of why he's making it so that mages can't cast their best spells while moving is due to PvP, he should increase the size of Lalafell as well after noting their advantages in the PvP environment. >_>
I don't understand why healing magic or buffing spells cannot be cast while moving. Having played a BLM in FFXI for nearly a decade and being familiar with general MMO mechanics, I can understand why Yoshida-san would feel that damage and debuff spells should not be castable while moving. However, I feel like this will -drastically- hurt roaming parties, which are sort of the established standard in FFXIV right now, and will also drastically hurt heavily positioning-based boss battles, which are a major element of game design, and I do not understand why all non-harmful magic can't simply be added to the "can cast while moving" list. If this is actually the plan, a clarification would be nice!
7UP!



This lalachubby is disappoint
As a healer, I feel this is going to make Moogle battle and strongholds ENORMOUSLY terrible.
And it's only going to get worse when the PvP/PvE "balancing" really starts to kick off.....
http://www.onslaughtls.com
^--- this is feedback.
I hope Yoshi-P has more of a game plan than "No movement while casting"... maybe something to alleviate it, but that's a really far stretch. I guess his approach is "Good positioning for party members", like in Ifrit Battle.
I don't think it's a great concept for playing on an open field.
Last edited by Macha; 01-05-2012 at 05:00 PM. Reason: whoops. didn't finish my thought.




Usually in games where players are more on the move, healers are given instant cast HoT (heal over time) spells that can be cast while moving to keep people topped off. That lets parties continue to be on the move through dungeons and open fields, and gives healers a little wiggle room in a boss fight if they need to move suddenly.I hope Yoshi-P has more of a game plan than "No movement while casting"... maybe something to alleviate it, but that's a really far stretch. I guess his approach is "Good positioning for party members", like in Ifrit Battle.
I don't think it's a great concept for playing on an open field.
While we currently don't have anything like this, that may change in 2.0.
Additionally, according to the class reform list, White Mage will be getting two abilities that will allow for instant cast heals. One will eliminate the cast time of the next spell, the second instantly restores HP of all party members.
Last edited by Rowyne; 01-05-2012 at 05:41 PM.
Kindred - www.kindredlinkshell.com • My XIVPad - http://www.xivpads.com/?profile/1592...onsong/balmung



This is why you are one of the few good forum people.Usually in games where players are more on the move, healers are given instant cast HoT (heal over time) spells that can be cast while moving to keep people topped off. That lets parties continue to be on the move through dungeons and open fields, and gives healers a little wiggle room in a boss fight if they need to move suddenly.
While we currently don't have anything like this, that may change in 2.0.
Additionally, according to the class reform list, White Mage will be getting two abilities that will allow for instant cast heals. One will eliminate the cast time of the next spell, the second instantly restores HP of all party members.
You already understand what's going on with this game and what will make it better, not just because it's your preference and how OMG IT'S GONNA KILL THE GAME.
I love the decision. Yeah it'll suck in the beginning but if I remember correctly it sucked when healing cost was changed as well. Then people got used to it.
Player


Andi in vent: "Oh, this bitch is going down."



Every time Lienn opens its mouth I just feel the bile rise from the deepest regions of my insides as I try to fathom how someone can misinterpret information so poorly.
On topic: The mechanics chat on why they are adding the movement interruption was a good read and I agree that it will probably be better in the long run as they implement more spells for us to utilize. The part about being able to tell range and AOE from the spell animation and color sounds pretty cool and I'd like to see that in action.
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