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  1. #1
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    @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.
    (8)

  2. 01-07-2012 04:14 AM

  3. #3
    Player
    Jinrya-Geki's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,845
    Character
    Jinrya Geki
    World
    Excalibur
    Main Class
    Thaumaturge Lv 90
    1.When running away from a mob take 2x or more damage depending on armor since you back is to the mob.

    2.Add a possible "lame" effect after taking damage with a mage, like chocobos.

    3. Give Gld/Pld a shield toss, call it Captain America, stuns or binds a target. Make it a very long rang ability with like a minute recast.

    4. Give Pugilist a weaponskill that binds targets from a distance. That jump in the air smash the ground one. How? Earthly pillar pin the target temporally causing them not to move.

    5. Marauder give them an axe throw with bind.

    Pretty much give some classes the ability to bind really.

    Do it with certain mobs as well.

    This could have been done instead of taking away movement while casting.
    (4)

  4. #4
    Player
    Tokobot's Avatar
    Join Date
    Oct 2011
    Posts
    19
    Character
    Meatrix Tokobot
    World
    Hyperion
    Main Class
    Conjurer Lv 60

    WHAT!?

    You have to be kidding me Yoshi?

    If I'm going to respond to everything you wrote I'll end up with the same length you did so I'll try keep it as short as possible.

    I played XI for over 6 years. Loved it. But I had big problems with casting magic from times to times. Why? Because I live in Sweden and since people from all over the world plays on the same servers I constantly had mass delays.
    I move my character and the server will notice this 1-2 seconds after I actually moved. I'm running and want to cast a spell. I stop and cast the spell. Sometimes the server didn't realize I stoped so it got interrupted even though I was stop on my screen. And if I got a spell off and wanted to run away from something, it would take 1-2 seconds for the server to realize that I actually was running away and I'll get hit and sometimes die right away.

    I started playing XIV and thought it was awesome since now, those problems were gone. You're saying now that you want to add this!?
    That means melees won't be able to attack at all when they're moving also? Right? No, of course you don't mean that.
    There are the same delays in XIV that XI had and my casting will be a big problem since XIV is a "faster" game than XI was. A "faster" game with the same delays as XI. Not gonna work for me.

    And you always talk about this is imbalanced and that is inbalanced........make it balanced! Make the spells do less damage. Let our moving while casting be just a little bit slower. There are many possibilities.

    The only ones without delays to the servers are those in Japan. USA have a little since they're close to Japan. But we in Europe? Big delays in XI that continues in XIV and this will make it worse.

    And don't do the same mistake you did in XI and give each magic class 200 spells to use. It's too much and not even funny.

    This is as short I could make it. But if you don't change this is some form, I'll totaly retire my DoM classes and maybe the game itself. It's we in Europe that mostly plays this game now, don't screw this up by making us leave please.
    (6)
    Last edited by Tokobot; 01-07-2012 at 11:19 PM.

  5. #5
    Player
    Phe's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,016
    Character
    Ogawa Sanshirou
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Tokobot View Post
    Let our moving while casting be just a little bit slower.
    See, i can sum it up even shorter.
    no movement interruption, just slow the mages down while casting.
    add a useful ability to cancel spells via keyboard and all problems are solved.
    (6)
    ----- Pour l'amitié franco-allemande - Für die deutsch-französische Freundschaft -----

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