do you guys have subtargeting turned off?
I like this new mechanic, Provides a bit of realism, becaust you can chant while conentration on magicks while in full sprint.... i think not. Plus itmakes the class's fair, so when PVP gets added you wont have a mage running you down while casting Holy
Right, because the Chimera battle looks so much more challenging since it rewards static position for all minus the tank.
So lets recap...
Before spellcast movement - Battles such as Ifrit that forces you to move as eruptions can happen anywhere on the map.
After spellcast movement - Battles such as Chimera whose equivalent of eruptions/plume are static on the map.
http://www.youtube.com/watch?v=QWmKi...layer_embedded
If you consider content based staying in one space to cast spells, you are delusional.
Because magic exists in real life?
Also, 1) Holy is instant cast, 2) I believe Holy cannot be cast on an particular individual, as it is an AOE surrounding the WHM, similar to Blizzara 3) It wipes your entire MP pool, I doubt this will not see much use in PvP unless the rare situation that presents itself is ideal to use it.
CM Reps,
Could you please add [dev1302] to the thread title?
Because it adds more flavor~ to the battles. It makes fighting in groups more interesting. Before this change, people in parties were able be off in their own world, doing their own thing like they're soloing. Of course they were able to do this for other reasons too, but one factor that contributed to this happening was that healers were able to easily run around and support reckless gameplay. Now that we can't, the people that continue to play recklessly not thinking about position are going to die and think the healer's bad. And then the healers that feel like they're flawed because they can't do the impossible whine about not being able to do their job.
In other words, the ability to cast while moving was not balanced. Not just for pvp, but for anything that is done in parties. Why? Because it allowed people to do things they shouldn't be allowed to do.
"Should" and "shouldn't" is left up to the developers. They may have changed the system, but that doesn't mean things weren't working as intended before. I've run with a lot of different groups of people recently, helping with job quests and such, and I can accurately say, people are still in their own world even if they are aware of the spellcaster's new dismay. I play white mage and I just plant myself somewhere and heal. The limitations of people being too far away are still the same as before the change, but I feel like overall this change has given us less options in combat, rather than more. Also, to me it feels unfair if I accidentally inch myself forward my spell cancels, yet melee classes are just going to town on a mob and running all over, not restricted at all. Like I said before, maybe the developers think this is balance, but I felt more on par with other combat classes before, now I feel less useful in general.
(Regarded what I bolded in your statement) - Did you just make that up?"Should" and "shouldn't" is left up to the developers. They may have changed the system, but that doesn't mean things weren't working as intended before. I've run with a lot of different groups of people recently, helping with job quests and such, and I can accurately say, people are still in their own world even if they are aware of the spellcaster's new dismay. I play white mage and I just plant myself somewhere and heal. The limitations of people being too far away are still the same as before the change, but I feel like overall this change has given us less options in combat, rather than more. Also, to me it feels unfair if I accidentally inch myself forward my spell cancels, yet melee classes are just going to town on a mob and running all over, not restricted at all. Like I said before, maybe the developers think this is balance, but I felt more on par with other combat classes before, now I feel less useful in general.
Have you played a melee class both before and after this update? They still can suffer from the same consequences as before - that is, chasing a mob who's right in front of you on your screen but not according to the server and not being able to attack. And then as soon as it stops some other person (be it a DD mage, healer, or tank) pulls hate from the other side of the battle field and then the chase happens all over again. This is one of the [bigger] reasons why ARCs do SO much more DD in fights similar to the Moogle fight than any other physical DDer simply because they don't have to follow the mob around as much as melee do. As it is right now, LNC/DRG don't have it so hard when mobs move around but that's only because they have the longest range for melee DD but they can still find themselves lol-ingly chasing the mob, whereas MRD/WAR and especially PGL/MNK have to really be on the mobs' ass' in order to ensure they'll always be in range. Of course, that's one of the trade-offs between melee vs. range.
How balanced was it that mages could be in range to attack the mob 100% of the time even when it's moving? And even if the mob starts to move out of range during mid cast you could have still moved and it wouldn't interrupt... and that's "fair"?!
(... and before anyone wants to mention that melee/physical DD doesn't have to worry about MP, they would do well to remember 1) PGL/MNK do for their auto-attacks, and, most importantly, 2) they do have to manage/use the TP just as strategically as mages do their MP)
I like how you compare a before and after with two different subjects. Ifrit is still just as challenging as it was before. If chimera dungeon was out before this casting change, people would STILL be in that same spot with or without this change.Right, because the Chimera battle looks so much more challenging since it rewards static position for all minus the tank.
So lets recap...
Before spellcast movement - Battles such as Ifrit that forces you to move as eruptions can happen anywhere on the map.
After spellcast movement - Battles such as Chimera whose equivalent of eruptions/plume are static on the map.
http://www.youtube.com/watch?v=QWmKi...layer_embedded
If you consider content based staying in one space to cast spells, you are delusional.
You are delusional if you think otherwise.
Server response is a big reason people do not like the new changes to casting. It's the same for melee too that server response hinders you. I didn't mean to attack you with what I said, if you feel that I have, but my point was I see people running around a lot AND hitting things as melee, and not running around and not hitting things as you have described.(Regarded what I bolded in your statement) - Did you just make that up?
Have you played a melee class both before and after this update? They still can suffer from the same consequences as before - that is, chasing a mob who's right in front of you on your screen but not according to the server and not being able to attack. And then as soon as it stops some other person (be it a DD mage, healer, or tank) pulls hate from the other side of the battle field and then the chase happens all over again. This is one of the [bigger] reasons why ARCs do SO much more DD in fights similar to the Moogle fight than any other physical DDer simply because they don't have to follow the mob around as much as melee do. As it is right now, LNC/DRG don't have it so hard when mobs move around but that's only because they have the longest range for melee DD but they can still find themselves lol-ingly chasing the mob, whereas MRD/WAR and especially PGL/MNK have to really be on the mobs' ass' in order to ensure they'll always be in range. Of course, that's one of the trade-offs between melee vs. range.
How balanced was it that mages could be in range to attack the mob 100% of the time even when it's moving? And even if the mob starts to move out of range during mid cast you could have still moved and it wouldn't interrupt... and that's "fair"?!
(... and before anyone wants to mention that melee/physical DD doesn't have to worry about MP, they would do well to remember 1) PGL/MNK do for their auto-attacks, and, most importantly, 2) they do have to manage/use the TP just as strategically as mages do their MP)
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