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  1. #1
    Player
    Kyri's Avatar
    Join Date
    Mar 2011
    Location
    (waiting to claim squatter rights on minatos house) (Update:HAHAHAHA I actually did! ♥Minato XD)
    Posts
    846
    Character
    Kyri Sagitta
    World
    Balmung
    Main Class
    Alchemist Lv 80
    What about say, damage/enfeeble being stopped to cast and healing/buffs be able to move? It is rather annoying to heal up people always moving away from you and out of range ;/
    (0)

    http://www.youtube.com/watch?v=ueodAjWZ0A4
    Ah, but will facing north-by-northeast at 2:45 a.m. while the moon is a waning crescent result in a 27% increase in your chances to synthesize HQ mythril ingots!? That is real the question! ~Fernehalwes~

  2. #2
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Kyri View Post
    What about say, damage/enfeeble being stopped to cast and healing/buffs be able to move? It is rather annoying to heal up people always moving away from you and out of range ;/

    my philosophy behind people running from heals is that they wont get healed and it will force them to think about others in their group which will in turn make them better players.
    (3)

  3. #3
    Player
    Eldaena's Avatar
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    Mar 2011
    Location
    Ivalice
    Posts
    1,243
    Character
    Eldaena Vonxandria
    World
    Excalibur
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Krausus View Post
    my philosophy behind people running from heals is that they wont get healed and it will force them to think about others in their group which will in turn make them better players.
    Isn't that really just the restriction of mages being pushed onto melee too then? This change to casting isn't giving us more tactic options, it's actually giving us less it seems to me.
    (5)

  4. #4
    Player
    Krausus's Avatar
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    Mar 2011
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    Ul'dah
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    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Eldaena View Post
    Isn't that really just the restriction of mages being pushed onto melee too then? This change to casting isn't giving us more tactic options, it's actually giving us less it seems to me.
    I think it will require more than just run around and zerg everything without a care or worry now. People might actually think about the party and what effect they have on it, something this game direly needs.
    (3)

  5. #5
    Player
    Eldaena's Avatar
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    Mar 2011
    Location
    Ivalice
    Posts
    1,243
    Character
    Eldaena Vonxandria
    World
    Excalibur
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Krausus View Post
    I think it will require more than just run around and zerg everything without a care or worry now. People might actually think about the party and what effect they have on it, something this game direly needs.
    Not everyone zerged around and didn't consider other players before this patch. What I meant by my previous post by having less tactics is that now melee only have a certain range they are allowed to go, which is kind of stressful on everyone. Especially with positioning for combos and then deciding basically where is best to plant yourself as a mage to try to hit everyone. At least there was some minor leeway before, but now it's leaning towards just not fun. This function was put into place for PvP, so I'm not sure why it can't just be a restriction in PvP then.
    (4)
    Last edited by Eldaena; 03-20-2012 at 10:54 AM.

  6. #6
    Player
    Rydin's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Ultimately... Movement interrupting spellcasting is a matter of preference.

    Being able to move while casting allows for more dynamic fights where the party can be always moving
    Imagine a fight where there is a big behemoth moving towards a city to attack it and your party had to kill it before it got there. With movement interrupting spell casting, you'll never see this

    When you have to stand still to cast, the fights become more static
    This may sound bad (and I would prefer more movement in the combat)... but its technically how classic final fantasy works.... You have generally always posted up in a spot, Hunkered down and fought your heart out.

    So let's try not to argue these 2 points. because honestly.. Yoshi said he wants 3 types of spells
    1. Spells that you must stand still to cast (Moving will interrupt)
    2. Instant cast spells (Moving can't interrupt)
    3. Spells that you can cast while moving (Movement wont interrupt)

    So this leaves us with 2 issues that will be fixed at 2.0, the only problem being that 2.0 is still a ways off
    First issue, some people just wont like movement being made to interrupt spells. But having certain spells that you CAN cast while moving would go a long way to ease their pain... Yoshi is just dead set on adding half finished systems and features into this game. Why would you add spells that are interrupted by moving and not add the ones that can be cast on the go? Maybe he enjoys watching people rage for months only to find that the change fit into the big picture in the end.
    Seriously though... think about it...
    Yoshi said : "Right now Movement will made made to interrupt spellcasting but in 8 months to a year from now, there will be spells you can indeed cast while moving"
    Its kind of goofy if you ask me

    The Second issue is the current server structure is admittedly GARBAGE. Adding something that hinges so importantly on latency was probably a bad decision until the server latency is in check. We all have to agree on this.
    Also, Yoshi... I know you're new to the Public relations game... but you can't say "Gamepad users will be fine if they aren't worried about fast spell casting"
    I mean, I guess you CAN say that... but expect a shit-storm as a result.

    tl;dr So ultimately... come 2.0, we'll have a lot less latency and spells that can indeed be cast while moving, and I think that is an incredible compromise between traditional static casting and newer more dynamic fights. There is just so much time between now and 2.0
    (7)

  7. #7
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    Join Date
    Aug 2011
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    228
    Quote Originally Posted by Rydin View Post
    Ultimately... Movement interrupting spellcasting is a matter of preference.

    Being able to move while casting allows for more dynamic fights where the party can be always moving
    Imagine a fight where there is a big behemoth moving towards a city to attack it and your party had to kill it before it got there. With movement interrupting spell casting, you'll never see this

    When you have to stand still to cast, the fights become more static
    This may sound bad (and I would prefer more movement in the combat)... but its technically how classic final fantasy works.... You have generally always posted up in a spot, Hunkered down and fought your heart out.
    That's not exactly true. What do you call roaming parties in XI? They move(d) A LOT, and have/had plenty of time to keep a party adequately healed. And they did it just fine w/o moving while casting.

    The REAL issue here is not a result of the spell-interruption while moving feature; the REAL issue is that battles requires EVERYONE to SPAM just about EVERYTHING in order to effectively defeat an enemy.

    Tanks have to spam EVERY hate move in their arsenal just to get a mob's attention; DDs have to SPAM abs and weapon skills like crazy just to do any dmg; and Healers have to SPAM cures constantly just to keep the pt alive. This means that the healers have to be ON TOP of the pt at ALL times, practically (which, of course, makes roaming virtually impossible, now that they can't move/cast at the same time).

    As for the Behemeth running towards the city example, that's what bind/shadowbind/provoke is for; at least, what it "should/could" be for in the event that SE adds that sort of content. Bind the enemy, or get his attention by spamming hate moves, then he "runs toward the city" again once he resets hate (just an example).
    (0)

  8. #8
    Player

    Join Date
    Mar 2011
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    61
    Sanguine Rite is somewhat useful but nowhere near what it should be.

    .It costs way too much mp for what it does.
    .It is considered a spell although it should be a buff-type action so it actually BREAKS your spell combos if you need to cast it in the middle of them.
    .Its duration is too short (if you cast it at the start of your combo and get one spell interrupted by other means, or have to move for a bit it will never last till the last spell of your combo, which where you usually need to have it active).
    .The MP restored when damaged mechanic it has is flat out BAD. A DD mage that is made of paper needs to go get hit to restore a low % of the damage taken as MP. It's MP mechanic is even self-defeating since when you use it on THM/BLM it lowers your damage taken, inherently reducing the amount of MP it will restore too. You won't even get back the spells' MP cost unless you have it active when you get hit with Hellfire or a similar high damage ability.
    .It's party utility is almost gone since BLM doesn't have access to Sacred Prism to grant the buff to the whole party.

    What makes it useful at the moment is that it can lower damage taken, which actually makes it the only damage lowering ability Blm now has, since we can't access Sentinel.

    All in all, they should consider scrapping Sanguine Rites in it's current state and consider remaking it into something along the lines of:

    .Freely castable buff on self but also allies that gives immunity to spell interruptions from damage sustained (Could have it at 4 min to go along the Protect and Stoneskin buffs). Cross-class available. (This option leaves Blm with no damage reduction ability at all which may cause problems in situations like Ifrit).

    .Ability (NOT spell), with no mana cost just a CD, activated on self only and prevents spell interruptions from damage while it lasts. Cross-class available.
    THM/BLM Trait: On first damage from any source sustained while it is active it restores a flat amount of MP (amount rises with Class/Job level). While the buff lasts damage taken is reduced by a flat % (like the current version).

    There's nothing more ANNOYING at the moment than finding yourself, being a Black Mage, in a situation where you have just enough MP left for 1 good spell that will kill a monster/put you out of danger but you KNOW if you try casting it it will just get interrupted. Sanguine Rites to avoid interruption? TOO BAD, not enough MP to cast the spell now. Same shit as trying to finish your Fire combo to AoE that group down but you know if you even think about casting Firaga you will just get interrupted and by the time you attempt to cast it again combo timer is over. Sanguine Rites will fix the interruption but will also break the combo (DERP).
    (0)

  9. #9
    Player
    Firon's Avatar
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    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    ^ Actually Sangirite gives mp based on the dmg you would have taken cause i have got hit for 60 dmg with it up and got back 50 mp and i know for sure that spell does not give 90% of the dmg taken back to mp. As for the rest of your post that's why BLM is party class and not a solo class and if you was talking a party situation then your tank should have had hate.

    THM is far better solo cause Sanginrite + Stoneskin is too good should be able to kill everything w/o a single interrupt on your spells. When you take 0 dmg your spell can not be stopped.
    (1)

  10. #10
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    Harry Potter movement cancel example, well here is this scene to disprove that you can move while casting.

    http://youtu.be/QUsKYG-lT_E?t=43s
    (0)

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