@Clair "Explain how."
This is clearly a change implemented solely for the benefit of PvP for one simple reason.
Yoshida's explanation of Mage party and solo gameplay is exactly what is in game now.
"Lowest defense of all classes
Largest amount of damage for a unit of time amongst all classes (high DPS)
Can deliver a concentrated amount of damage in a short time and push the envelope, but will guzzle MP
Possesses crowd controlling status ailments such as Sleep/Paralyze/Bind/Charm/Heavy"
This is exactly how mages are. Stopping them from moving will not make them more like this. Mages are not going to be able to kite-nuke in a party. Everyone else would just be pissed and kick them out.
"1. Attack enemy from max range with the most damaging spell
2. Monster aggros and begins to move to attack
3. Cast sleep and put monster to sleep (OK to slow their movement speed by adding a heavy effect)
4. Move to the max range while the enemy is asleep or weighed down
5. Once you have established distance, turn and fire off an attack spell combo to deal a maximum amount of damage
6. Once damage has been dealt, sleep will wear off and the enemy will begin to move again (however, their HP is halved)
7. Cast attack spells for combos and lower the enemy’s HP
8. Finally, use a spell that recovers MP and defeat the enemy"
This is exactly how mages fight solo now. Stopping them from running is not going to make them do this more. The only difference right now, is people do not have any debuffs so their only choice is to keep running. Players are not going to kite-nuke an enemy if they have no need to do so. Enfeebaling an enemy then nuking it is infinitely safer and faster and would naturally be the tactic of a mage with those skills. Being able to move has nothing to do with it. It is the enfeebals that matter.
The fact of the matter is. Being able to run while casting does not actually help mages at all. It only serves to make their gameplay more enjoyable. If they can move and cast, they dont have to stand around and watch as everyone else has fun. The Kite-nuking style Yoshida is claiming to eliminate with this change is a symptom of his terrible design decision to remove all enfeebals from the game. It is a highly ineffective strategy that no one would use if they were not forced to.
The only reason to make mages not move while casting is to gimp them in PvP. This ridiculous attempt to make things fair in actuality only serves to make Mages terrible for PvP. Instead of being the most powerful class they are now the weakest. Worse yet, it brings up balancing issues with other classes. How will he gimp archers and musketeers so they don't have the exact same overpowering advantage? How will he make it so mages can survive? This change is an absurd attempt at a fix that will only create dozens of other issues.
On top of all that. Just so he can "balance" PvP he has effectively sacrificed all the end game mechanics they have been working to implement into this game. It's bad enough you can already barely cast in and ifrit fight. I would hate to see it if you can't move and cast. getting through a place like Darkhold will be next to impossible. Yes, he can make yet more adjustments to class skills to account for new mechanics, but seriously, when is it going to be enough? He cannot keep overhauling the same systems again and again and again every time he wants to fix a simple issue in another aspect of the game.
PvP is not worth this much trouble.