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  1. #101
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    You never/barely ever had to move in fights in FF11, so it worked there. I'd like them to continue with the mechanics of the Ifrit fight and make more movement/action based battles. If they can manage that while requiring us to stand still, I have no complaints, but if not then I'd like to be able to move around.
    (3)

  2. #102
    Player
    Mindx3's Avatar
    Join Date
    Aug 2011
    Posts
    137
    Character
    Myst Aura
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Jinrya-Geki View Post
    That is players like you being lazy. "Oh he can run and kill me in pvp, so gimp him in that, ultimately gimping him PvE"

    It's not any harder for me at all, it's more dull now. I don't like just stand there like some kind of jerk. I like to move. Which is why I like the Ifrit figh, you can't just stand still the whole fight.

    If difficulty comes from you not being able to walk and talk... lol

    edit: I apologize to anyone who actually not being able to walk and talk because of actual disabilities such as being in a wheelchair, saying this before someone says it.
    I really cant believe how much fail is in your responses, no one is forcing you to stand around although it benefits you so i dont see why you wouldent. This isnt me being lazy lol, if i see a giant fiery explosion about to happen below my feet im gonna run, the difference is now i cant cast stoneskin to protect myself thus making the encounter much more difficult. This isnt a gimp or nerf its a fix to a shitty game mechanic that shouldent have been in the game
    (2)

  3. #103
    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 Mamba View Post
    I actually liked that we were able to cast while moving... But, I guess it was too good to be true...
    the way we can move and cast now is really crappy and probably not intended, I actually like this change as a mage you should only be moving when absolutely necessary anyways and it will make it easier for mages to avoid eruptions in Ifrit.
    (2)

  4. #104
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    This will ruin the ifrit fight, btw
    (4)
    Healer strike is ridiculously foolish and accomplishes nothing

  5. #105
    Player
    Join Date
    Aug 2011
    Location
    Grid
    Posts
    982
    Quote Originally Posted by Dubont View Post
    This will ruin the ifrit fight, btw
    Um? I'd love to hear the explanation on that....


    Mages don't have to move at all unless they get an eruption under them. If they are casting and eruption is under them 8/10 times they are going to get hit by one of the explosions.

    If you start casting and have to run, 9/10 you're not going to be able to get back to your target before the cast time completes.

    The only "issue" I see regarding Ifrit is that I like to long-cast my raises during his jumps on my fallen comrades... start casting, then run to a safe spot, then weave back to the target for the end of the cast. Won't be able to do that anymore... but that's ok I just like to save chainspell for emergencies.
    (3)

  6. #106
    Player
    KumaAkuma's Avatar
    Join Date
    Mar 2011
    Posts
    803
    Character
    Kuma Akuma
    World
    Omega
    Main Class
    Marauder Lv 90
    It won't ruin Ifrit fight. Mages don't run there unless they have to run away.

    But in general it would ruin a lot, because it's hindering yet again the freedom of movement. If they ever bring out PvP like they said they would, this thing will be the first to be removed again at the next patch after, because the QQing you'll get from mages then will be insane.
    (3)
    (>°°)D_->__(O°°)>-_ʕ•ᴥ•ʔ_C-(°°Q)__O~~_t(°°<)_(;o0)___ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ

  7. #107
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by KumaAkuma View Post
    It won't ruin Ifrit fight. Mages don't run there unless they have to run away.
    love the logic here... "you won't run unless you have to run away" EXACTLY. You have to constantly be moving, which will interrupt casts, which means some of your cures won't get off when they need to. This is a problem.
    (6)
    Healer strike is ridiculously foolish and accomplishes nothing

  8. #108
    Player
    KumaAkuma's Avatar
    Join Date
    Mar 2011
    Posts
    803
    Character
    Kuma Akuma
    World
    Omega
    Main Class
    Marauder Lv 90
    No.... mages are only healing from one spot and they are only running away and back to that spot when it's not safe. They should not be casting when they're not there.
    (1)
    (>°°)D_->__(O°°)>-_ʕ•ᴥ•ʔ_C-(°°Q)__O~~_t(°°<)_(;o0)___ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ

  9. #109
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by KumaAkuma View Post
    No.... mages are only healing from one spot and they are only running away and back to that spot when it's not safe. They should not be casting when they're not there.
    I think you're missing what I'm saying...

    *begins casting* -> Ifrit does his crap *has to move* *Gladiator doesn't get the cure* *Gladiator dies*
    (5)
    Healer strike is ridiculously foolish and accomplishes nothing

  10. #110
    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 Dubont View Post
    love the logic here... "you won't run unless you have to run away" EXACTLY. You have to constantly be moving, which will interrupt casts, which means some of your cures won't get off when they need to. This is a problem.

    I have to question whether you have been in the Ifrit fight or not or maybe a successful Ifrit fight. The only time a mage needs to move in the fight is if he has to avoid eruption and a majority of the time trying to cancel a spell so you can get out of said eruption in time is very iffy.

    If you are moving at any other time then your MP regen is going to be crap.
    (2)

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