That's a matter of your opinion.
Right now sure it might be okay since the most damage you will get out of a spell is like 1000-2000 but what happens when they up the tier of these spells and you start casting for 4-5k damage? you simply can just run around kiting monsters to death? The game will be even more boring if THM never gets new spells.
look to the future instead of living in the moment~


What's the difference between that, or sleep/nuke/bind/nuke/sleep/nuke?That's a matter of your opinion.
Right now sure it might be okay since the most damage you will get out of a spell is like 1000-2000 but what happens when they up the tier of these spells and you start casting for 4-5k damage? you simply can just run around kiting monsters to death? The game will be even more boring if THM never gets new spells.
look to the future instead of living in the moment~
It's practically the same thing. Either way there is a way to prevent being hit, I just like moving more. It keeps me awake, standing around is very lame, I do it enough in Ul'dah.



the difference between those is that when they wake up they chase you again, but you can't use the same spell again. You will eventually get hit.
I doubt you spend the majority of your time casting spells and moving in a party. Unless you have a ton of hate and have to keep healing yourself, I see no other reason you should have to run and cast besides one case in Ifrit or one in DH. That's it




there's no need to explain to some people why you do not like it. they will always go back to the normal fall back of either "learn to play" or "you're doing it wrong" or "it's best for the future". it doesn't matter if you don't like it just because you don't like it(neither do i) because they have to try to make themselves feel better by trying to tell you that your personal preference is wrong.
http://crystalknights.guildwork.com/


If it is a spell cancellation thing, just make a "end action" key. If it is a class balancing thing then just make cast times longer and/or reduce spell effectiveness if you are moving. If it is both then do both, that's fine. But please don't make the slightest movement have to end completely or your spell doesn't cast... I don't even mind a half a second of animation lock at the very end of the spell.



But why would you need to move? That's what I don't get. I can think of plenty of scenes where moving because of a move or needing to heal someone far away is because of the caster or the parties fault.If it is a spell cancellation thing, just make a "end action" key. If it is a class balancing thing then just make cast times longer and/or reduce spell effectiveness if you are moving. If it is both then do both, that's fine. But please don't make the slightest movement have to end completely or your spell doesn't cast... I don't even mind a half a second of animation lock at the very end of the spell.
Raptors for example: Everyone knows they have a frontal AoE and a backside AoE. If everyoen is doing what they are supposed to be doing (staying on the sides) you shouldn't have to move. If someone is too far, that's their fault for rushing to get another link and not getting healed.
Ixali: They have a crazy local AoE around them. What do you do? Don't stand by them.
People need to adapt to the environment, and I honestly think running and casting is a crutch to bad battle placements lol.



What about more dynamic encounter such as Ifrit, or do you want that to be removed?But why would you need to move? That's what I don't get. I can think of plenty of scenes where moving because of a move or needing to heal someone far away is because of the caster or the parties fault.
Raptors for example: Everyone knows they have a frontal AoE and a backside AoE. If everyoen is doing what they are supposed to be doing (staying on the sides) you shouldn't have to move. If someone is too far, that's their fault for rushing to get another link and not getting healed.
Ixali: They have a crazy local AoE around them. What do you do? Don't stand by them.
People need to adapt to the environment, and I honestly think running and casting is a crutch to bad battle placements lol.



Did you NOT read my other posts?
There are very few instances where you are required to run and cast at the same time as a conjurer. That's why it's best to have 2 conjurers for the run. If your tank is taking so much damage that you have to run and heal, sorry but here is that old saying "you aren't doing it right".
For Thaumaturge, you should be focusing on Ifrit and studying how often he does a big move like eruptions/plumes. When those do go off, you know you should be running to begin with. When you start running, your spell will go off and you will get caught in eruptions with the system we have now.


With Ifrit you rarely have to move and cast as it is, sure its a nice feature to have for say healing while running back from an eruption but really I haven't found that I needed it to win, I could easily wait tell I'm in place to heal or wait for the cast to finish before getting back in place. In fact moving to cancel I think will make the fight much easier so long as there is no delay like there is when currently trying to cancel a spell probably 99% of the time I get caught in an eruption is because of having to heal and an eruption poping (and yes I know when and when not to heal but sometimes you just have to).
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