Your statement makes little if any sense. Yoshida knows why he wants to do it. He could have easily just told us. He doesn't have to finish making it to know what it's supposed to do.
1. We're NOT lazy. There are easier classes to play that don't make or break a party nearly as much.People cried for a way to easily cancel their casting... They got it... Now they cry some more. Sad world.
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Every boss fight that I've seen, mages move the least. Once a safe, ideal position is found, the mage just stands there casting cures, and buffs. The only time the mage moves is when the boss moves into a new phase. Rinse, and repeat.
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Why are people crying? Your lazy mage wasn't moving away.
2. Mages being officially 'locked' into one place is going to affect DD's and the Tank WAYYYYY more than it'll affect us.
- Now you will have to stay in range to get heals. In the past, you might not have noticed it, but Mages were CONSTANTLY running behind you all to buff/heal etc.
3. The only battle we really get to 'stand still' in is Ifrit. (and the only reason mages stand still in Ifrit is because it's the safest thing for us to do...DD's do more or less the same thing. Darkhold is just a bunch of crazy running. By the way, Darkhold just hit a whole new level of challenge. Even exp parties are constantly on the move.
Now the only reason many of us are 'crying' is because it's a HUGE change in playstyle. I'm not saying it's a bad change, but we know that it's going to be a huge adjustment not just for the mages casting the spells, but for the other party members to re-learn that 'Hey, the mage can't heal us while we run away from them now.'
Reasons why it might be a good change:
1. Mages will still be able to change positions move etc. Just now we have to do it without casting.
2. We always were only able to semi-move (we always stopped moving as the spell was leaving our hands). This also created issues as tanks and DD's typically would run out of range while we were casting.
3. Mages will be able to quickly move out of harms way. Currently we might try to move (even cancel the spell and try to run) only to get locked into still casting it and getting hurt/killed.
I think mages can have something akin to MRD's steadfast... where when they stand steadily, they get bonus for WS, regular attacks, etc... and when they move, they will just have regular attacks with no bonus.
so, when mages stand still for 3 seconds, they can get a serenity where there will be a 10% bonus on magic potency, etc...
yah, people argue that praying and running is probably not the most pious thing to do, but hey, sometimes i do need to start praying when i run away from danger... standing there trying to pray while taking a beating is so much more counter-intuitive
I reread the quote 2 times no where does it say this is a temp thing until they add an a spell cancel key.. maybe i just read wrong but ok.Let me keep you up in pace. This change is a placeholder for another means to cancel your spell which will ultimately not be triggered by the movement of your character. So, why this and why now? Sounds cheap and unnecessary. Also, the "I'll explain later" doesn't help.
This is what I mean when I say, "Not pay to play material". That's completely fine if it is for you, but this is lack of common sense were combating mainly. Not exactly a spell interruption system.
I'm probably wrong but reading this section:
Is it that "the new spell will be cast instantly" or "the new spell will begin to cast instantly"? If it's the latter I don't think it would have been anything worth mentioning but if it's the former, effectively wouldn't we be able to start casting a spell, move, and if we hit the spell again it would continue casting from where it left off or fire if it would have been done casting? If it gets handled that way I think it's pretty nice.When a character is moved while casting a spell, the spell is instantly halted. Once the character stops moving and casts another spell, the new spell will be cast instantly.
(Although there will be a standard MMO lag of about 0.3 seconds)
It was said many times that spell interruption was going to be initiated by jumping. So, now it's just movement in general. This is a placeholder.
The statement was "he is writing" not "he will write" or "he plans to write". Can't you wait a bit for an explanation on a purposed change that won't be seen for, at least, another 2 months?
Surprised nobody is commenting on this. It seems ripe for abuse by players. THMs can cast Blizzard, move, stop, cast another spell. CNJ can do the same, cast Aero, move, stop, insta cast Cure. I'm not sure whether attempting to cast a spell in the middle of a combo would interrupt it or not, but if it didn't, then you could do Thunder, Thundara, Blizzard>Move>Stop>Thundaga.Yoshida has made a post stating that he is writing up a long explanation about spell interruption upon movement.
When a character is moved while casting a spell, the spell is instantly halted. Once the character stops moving and casts another spell, the new spell will be cast instantly.
(Although there will be a standard MMO lag of about 0.3 seconds)
We will give you guys an update as soon as he posts and we cast our translation magic!
Ahh, but this is where your mistaken. There are multiple threads of page upon page of posters specifically asking for a manner to interupt therecast do to animation lock restrictions and cast times.
In all of those threads no one really mentions a good way to do it, all they do is blatently complain about the issue and that there should be away to break a spell cast and its animation.
Now they got what they asked for and are complaining about it. Again, its be carefull what you ask for, you just might get it.
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