Immersion, etc.
Immersion, etc.
How could you possibly tell how good i am haha ? Retard edit is retard...the system in place breaks encounters idiot your post proves it. Your complaining because the game is getting a small difficulty increase and im praising it...oh i'll adapt just like i did with the ifrit loot. that doesn't mean that this change is better for the good of the game.
change for the sake of change =/= good change
edit: too bad some people, like yourself, couldn't adjust and use the systems in place. they were much better with the original. i'm just sad that we had mages that were so bad at their job that they actually believed that it was the game mechanics broken when others could perform their jobs just fine. a hint: is that it wasn't it was just horrible mages that couldn't do their job.
I think Yoshida just hates mages..
Takes away all their spells
Takes away their ability to move
What next? Is he going to make it so they can't wear armour?
I'm seriously getting annoyed with this guy. It's bad enough people already complain about ranger not being able to move in fights like Ifrit, what are they going to do now that their healer can't dodge?
Last edited by Kiote; 12-13-2011 at 06:30 AM.
1.) I accept this point. You might be able to start casting stoneskin while you're sliding still. Granted you will have to stand still when you finish moving so the cast isn't interrupted.i've beaten ifrit many many times as a mage. i can tell you that you are 100% incorrect.
if you are having to cancel a spell during ifrit then you are horrible at timing the spells. i have well over 250 kills on him at this point and you are way off base.
1. vulcan burst: once it blows you back you have to start casting stoneskin while sliding backwards or you do not get the spell completed before his next move in stage 4 or 5. he has 5 secs between abilities and it's a 6 second cast. you have to cast and be running back to the spot while casting or you do not get it off.
2. running from eruptions: there are times that you will dodge all of the eruptions fine, but by the time you get back to the group you will only have a few seconds left to cast cure. you will start casting the cure while you are running back to the group so it finishes going off before the next ability.
3. hellfire: the entire group is moving when you hit your macro to curaga the group while getting back to your location you should be in before the next ability spam.
4: mp regen: you obviously have no clue what things such as siphon mp nor stygian spikes was used for. i move quite frequently in battle and very rarely do i ever need to use the mp regen ability besides those.
5: positioning mob: there's times in which the tank will be forced to move the mob in which it will put him out of range of the healer. when the tank moves the healer must move with him to keep him within range to be able to cast a heal.
there is such things in a battle called situational things in which you will be REQUIRED to either move or die. those things and being able to cast while doing so is the only reason groups stay alive. as a dd i understand you don't know what you are talking about, but there's the truth.
it's like telling a dd he cannot use a taunt or use a tp move unless he is sitting still or that if he moves all of his buffs go away and he can't use a tp move..
2.) Having 2 mages alleviates this, also running in a "J" pattern allows you to get back faster.
3.) Entire group is moving when you hit curaga? Hmm I think you need to revisit your strat on this. Just pop sentinel then click curaga... Hellfire explodes and your curaga goes off right after (he'll still be in the air as you heal)
4.) If you're moving frequently... again I think you need to revist your strategy. Mages don't have to move at all with the exception of Eruptions targeting them.
5.) If your tank has to move the mob, he's not tanking him correctly. The only time that he "may" have to move him is immediatly after Hellfire when he runs back to the tank. Sometimes he goes crooked. I've found that 9/10 times I can prevent this though.
So 1 out of 5 points are feasible, and the one I agree with you on is hardly that much of an inconvenience.
Looking forward to your post that tells me I'm wrong.
your amount of kills means crap, if you constantly have to move in a fight then something is wrong.i've beaten ifrit many many times as a mage. i can tell you that you are 100% incorrect.
if you are having to cancel a spell during ifrit then you are horrible at timing the spells. i have well over 250 kills on him at this point and you are way off base.
1. vulcan burst: once it blows you back you have to start casting stoneskin while sliding backwards or you do not get the spell completed before his next move in stage 4 or 5. he has 5 secs between abilities and it's a 6 second cast. you have to cast and be running back to the spot while casting or you do not get it off.
2. running from eruptions: there are times that you will dodge all of the eruptions fine, but by the time you get back to the group you will only have a few seconds left to cast cure. you will start casting the cure while you are running back to the group so it finishes going off before the next ability.
3. hellfire: the entire group is moving when you hit your macro to curaga the group while getting back to your location you should be in before the next ability spam.
4: mp regen: you obviously have no clue what things such as siphon mp nor stygian spikes was used for. i move quite frequently in battle and very rarely do i ever need to use the mp regen ability besides those.
5: positioning mob: there's times in which the tank will be forced to move the mob in which it will put him out of range of the healer. when the tank moves the healer must move with him to keep him within range to be able to cast a heal.
there is such things in a battle called situational things in which you will be REQUIRED to either move or die. those things and being able to cast while doing so is the only reason groups stay alive. as a dd i understand you don't know what you are talking about, but there's the truth.
it's like telling a dd he cannot use a taunt or use a tp move unless he is sitting still or that if he moves all of his buffs go away and he can't use a tp move..
also its not complete and free movement anyways you are stopped at the beginning and end of the cast the only movement you get is a couple of seconds in between which is probably not intentional. Also siphon MP is completely unneeded in the fight and lol at stygian spikes which is basically useless in the fight.
PS: I heal just fine in Ifrit on my 50 con
I full heartedly agree with the original poster.
The biggest problem I forsee with this is as a healer. While in battle, melee is constantly running around all over the place pulling mobs and such. So, now, as I understand it, if I start casting on a melee character and he runs out of my range the spell with fail. At least, before, if a melee character was running away from me, I could (despite the restriction from animation lock) run along with the melee character so my spell would land on him. Now you're saying I am helpless if I need to cure a character and he runs out of range. And so.. I have to explain to that character when he dies that "well, you should have stayed still while I was casting." This is not awesome. What if I accidentally bump my movement control on a crucial Cure, cancelling the spell, killing the tank and consequently the whole party. Healers have a hard enough time as it is, I cannot understand why you are making it more difficult. What is the big deal with letting players move while casting?
To the developers of Final Fantasy XIV at Square Enix:
WHAT ARE YOU GUYS THINKING?!?! How is this making the game better?!
Sorry, guys, I have been very patient and tolerant up to this point but this has gone too far.
YOU ARE RUINING ALL THE GOOD PARTS OF THIS GAME.
It was a relief to be able to move while casting. That was one of the great details of this game. A step forward from the restrictive, "stuffy" game mechanics from Final Fantasy XI.
This game had so much freedom. This is what made this game great!
You could move while casting. You could create your own character build by customizing which abilities your character used from the selection of abilities you had earned. You could play at your own pace and solo when the server was quiet.
Now you cannot move while casting?! You can only have Protect or Shell on at one time?! Cannot create a unique character to my prefered playstyle?! Can only make worthwhile xp gains with a party of 8 (up 2 player from the 6 that FFXI had making it more difficult to find a party?).
WHY???????
If a developer were to chime in here and give an explanation as to why this decision was made, it would go a huge way to putting distressed players at ease and re-enforce customer loyalty. A response here is the reason why players requested forums in the first place. For developers to answer IMPORTANT questions that players have. It just seems like the developers who post on the forums are avoiding responding to the questions that really matter to players. Please don't take offence or take this personally, I am just offering constructive critisism. Forgive me for being emotional but this game is something I am very passionate about.
Last edited by Eva; 12-13-2011 at 06:57 AM.
I'm looking forward to a post that gives a pro to this, and not just a lrn2play response.
I could play basketball with my right arm tied behind my back. It would take a lot of skill to master that, but I don't really see a point in making things more difficult for the sake of it.
@Mindx3
Tossing out the words idiot and retard every other sentence isn't really a persuasive way to counter a point. It just comes across as a mindless I'm better than you *waves epeen* arguement.
I actually support this change, and am happy they are removing the running while casting.
If you think of it like you are tapping into some deep aetheryte-driven magic to conjure up a spell, walking would break concentration, making it hard to do such a thing.
I mean, I for one have problems walking and texting, I can't imagine trying to walk and cast magic....
Good im glad it comes across as thatI'm looking forward to a post that gives a pro to this, and not just a lrn2play response.
I could play basketball with my right arm tied behind my back. It would take a lot of skill to master that, but I don't really see a point in making things more difficult for the sake of it.
@Mindx3
Tossing out the words idiot and retard every other sentence isn't really a persuasive way to counter a point. It just comes across as a mindless I'm better than you *waves epeen* arguement.
*waves epeen*
In all seriousness il post what i want as everyone else does
Back on topic, the point is FFXIV needs a increase in difficulty and theres no way you can argue that it doesnt.
By your logic, all melee skills that use MP should suffer the same fate. Every WS or Skill that uses MP should force Animation lock.I actually support this change, and am happy they are removing the running while casting.
If you think of it like you are tapping into some deep aetheryte-driven magic to conjure up a spell, walking would break concentration, making it hard to do such a thing.
I mean, I for one have problems walking and texting, I can't imagine trying to walk and cast magic....
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