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  1. #211
    Player

    Join Date
    Mar 2011
    Posts
    106
    For those worried about not being able to hit all your party members with curaga and buffs because they are always moving out of your range.

    [dex1206] Magic spells have been unified to strike either a single target or, in the case of AoE, a circular area. Attack range has also been increased, and area of effect broadened.
    So this is really a non issue.

    Just to reiterate why a change in how we cancel spells is needed, having to select the spell you are casting again in order to cancel it is a bad game design. This is made even more obvious for those of us that use macros, and is further compounded by the animation lock that happens at the start and end of each spell.

    Adding spell cancelation from character movement is not the only way to solve these issues, but since no other options that we know of are coming in the immediate future this will definitely work for me.
    (2)

  2. #212
    Player
    Zion_Cross's Avatar
    Join Date
    Apr 2011
    Posts
    164
    Character
    Zion Cross
    World
    Balmung
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Griss View Post

    how bleeping hard is it to hit the button you used to start casting again to stop it?
    Yo son, pro-mages use macros. Not pressing the actual action on bar number 3.
    (1)

  3. #213
    Player
    Neptune's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,062
    Character
    Neptune Deepsea
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    I don't see what anyone has to gain from stationary spell casting. It's stupid. Isn't it more fun to move and cast?

    Is it more fun to play Resident Evil when you can't strafe?
    (5)

  4. #214
    Player

    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    641
    Casting requires concentration...and if you move you interrupt your own spell. If they do this they need to establish visible spell range zone and also spells need to be powerful since they'll be hard to cast.
    (4)

  5. #215
    Player
    Neptune's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,062
    Character
    Neptune Deepsea
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Agoven View Post
    Casting requires concentration...and if you move you interrupt your own spell. If they do this they need to establish visible spell range zone and also spells need to be powerful since they'll be hard to cast.
    I doubt they'll do that, but I like your suggestion. There should be a bonus to spell damage if you stand still, simple as that. On the other hand, doesn't it require greater concentration to cast while moving? If you have high enough intelligence you should be able to use it to cast while moving.
    (4)

  6. #216
    Player
    Baxter's Avatar
    Join Date
    Oct 2011
    Location
    Uldah
    Posts
    371
    Character
    Baxsio Mataele
    World
    Hyperion
    Main Class
    Alchemist Lv 50
    If you ask me I say it's about damn time. Can't go anywhere without those damn whippersnappers running, frolicking, and casting in my yard.
    (9)

  7. #217
    Player Alerith's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    2,187
    Character
    Alerith Rayneheart
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Baxter View Post
    If you ask me I say it's about damn time. Can't go anywhere without those damn whippersnappers running, frolicking, and casting in my yard.
    I hear ya. Back in my day, we had to actually stop running from something to cure ourselves before it could claw our face off. Kids these days just want an easy mode. Gettoffmy lawn.
    (4)

  8. #218
    Player
    Neptune's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,062
    Character
    Neptune Deepsea
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Baxter View Post
    If you ask me I say it's about damn time. Can't go anywhere without those damn whippersnappers running, frolicking, and casting in my yard.
    Lol.... ..
    (7)

  9. #219
    Player
    Razor's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    402
    Character
    Vex Blackmarrow
    World
    Zalera
    Main Class
    Dark Knight Lv 60
    I wouldn't really mind this just as long as you still automatically stop running when you start to cast. One thing that always drove me insane on XI was (since I play with a controller) to let off the analog stick at the same I hit the cast. Well there was typically that "I'm slowing to a walk... okay I'm not moving anymore" part of the animation and most of the time I would get up to 70% cast before realizing that that slight extra step caused me to interrupt the whole cast.

    One of the things I absolutely loved about casting in XIV was that it forced you to stop when you started casting even if you had were running/auto-running. This simple thing made playing a mage tremendously less frustrating and I'd like to see it stay when they make this change. Then it will just be Run>Run>Run>Hit button>Forces you to stop running and start casting>If you're still trying to run (on purpose or on accident) then after a brief delay you can start running again and interrupt the cast.
    (2)
    Quote Originally Posted by Alerith View Post
    You could cast while moving, but then you took an arrow to the knee, and must stand still.

  10. #220
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    moving while casting should lower the magic potency and accuracy. standing still while casting should increase its potency and accuracy.

    same concept while running and shooting a weapon for example, you have a lower chance of hitting the target. they should do the same for archers.
    (2)

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