i think phe just forgot to add the /sarcasm into his post.Yes, but to deem them overpowered you need to be able to measure them against melee classes in PvP which we don't have yet and I bet won't have before 2.0. So?
No reason to not leave things as they were while we run on the faulty engine to avoid frustrating us all the time and simply implement the spellcasting changes together with PvP after 2.0 hits.
Unless you somehow consider casting-while-running makes Mages overpowered right now for our current PvE only content? I simply do not see that.
http://crystalknights.guildwork.com/
Uh really no. I won't be happy ONCE they remove the delay after 5 months because come 2.0 with the new engine we wouldn't even have to deal with that shit in the first place. And people are whining, and understandably so, right now exactly because this derp engine has us deal with that lag and the spellcasting changes while we don't even HAVE to.
Also, why on earth would we need 4 months time to adapt to a gameplay change... One play session is enough for that really.
Point is simple. No PvP and server that can handle changes properly yet, no need for spellcasting changes yet. It only frustrates people at the moment and achieves absolutely nothing.
Edit: Forgot to mention another derpthing. Hitting the spellbutton a second time still cancels the spell although we can cancel it with movement now. Add this annoyance to the extra time you need to wait doing nothing if you get a cast "error" and you happen to hit the spell button a second or third time thinking your button press didn't register with the server and...yea more frustration.
Last edited by Razen_Arghast; 03-16-2012 at 03:39 AM.
I couldn't even begin to imagine the sheer amount of QQ this suggestion would cause come release of 2.0 at least now you will be nice and ready for it and even more happy if they get rid of the delay. If they waited until the release of PvP to add a major change to play style for all mages people would explode.Yes, but to deem them overpowered you need to be able to measure them against melee classes in PvP which we don't have yet and I bet won't have before 2.0. So?
No reason to not leave things as they were while we run on the faulty engine to avoid frustrating us all the time and simply implement the spellcasting changes together with PvP after 2.0 hits.
Unless you somehow consider casting-while-running makes Mages overpowered right now for our current PvE only content? I simply do not see that.
If this is a must, if you cast a spell can it auto stop you? not prevent you from running and breaking the cast. sometimes i think i have stopped running to start casting but whether its lag or the animation being done but the server not having it yet, it would be great if you were running you went to a full halt and the spell has no problem casting
MAGIC MUSHY ROOMS
Oh, I missed it then^^ Stupid of me.
This seems like a fair request.If this is a must, if you cast a spell can it auto stop you? not prevent you from running and breaking the cast. sometimes i think i have stopped running to start casting but whether its lag or the animation being done but the server not having it yet, it would be great if you were running you went to a full halt and the spell has no problem casting
I have no issues with casting at all. There is no reason to have players cast and run. I like the new system and have no complaints at all.
As a mage I am adjusting, it started out frustrating and slowly I started to remember to stop before casting and soon it will just be automatic and I will never even remember I used to be able to move.
I believe that the non-mages have some adjusting to do too. Eventually they will learn to not run away from me just as my cure is about to land ><;
I'm actually somewhat glad that we can interrupt casting while moving now. It's especially convenient when you're trying to avoid being toasted by one of Ifrit's AEs. Before patch, I would keep getting caught in the middle or beginning of a cast, and when I tried running, my character would just stop to cast just within range of the AE and I'd become a burnt pile of ash. If there will be more fights like that in the future, I believe this change was for the best. (Still need to work on the animation lock at the very end of a spell cast, though.)
Animation lock still kills you and also if you move to cancel spell too late it will still cast anyway due to the stupid lag. So I still simply do not cast at Ifrit until he has used an ability, just like before.
Also, if you don't move enough it will not cancel too. Whole movement cancel thing is iffy and needs improvements even now. It just cannot stay like this for 5 months, will be VERY annoying. They need to start by removing the second-button-hit-cancel and continue from there. Asap.
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