Server response is a big reason people do not like the new changes to casting. It's the same for melee too that server response hinders you. I didn't mean to attack you with what I said, if you feel that I have, but my point was I see people running around a lot AND hitting things as melee, and not running around and not hitting things as you have described.
really because it literally took less then half a second for my game to register that my character stopped moving after letting go of the joystick, if people are having major issues with it then they are doing it wrong.
Wait, what? Holy is not a viable option for a white mage unless you are at 280 MP with blissful mind in your pocket. And what crowd control spells do we have? We have a single target sleep spell, if we are lucky enough to get it off before the enemy gets to us. Regardless, your response to my post... I don't understand which spot you're responding to or if you just wanted to say something in this thread.
I do not use /facetarget and I do not wish too. However, if I move, as soon as I stop I try to cast something.... oh but wait! The server has to catch up with me. lol Usually I can't cast immediately after stopping, so I am waiting for my spell to happen, then realize it hasn't gone off... lol. Then I have to click it again. =p I know in time I will be used to the wait, but this is what I'm talking about and how it conflicts with us casters.
This casting change isn't just about a change in playstyle for the whm, blm, pld. This change won't feel right to us until every person in the party realizes "Oh I shouldn't run too far from the healer or I can't be healed" and ask "how can I play so that the whm/blm can play to their fullest potential?" The problem is people are still playing in their own world."Should" and "shouldn't" is left up to the developers. They may have changed the system, but that doesn't mean things weren't working as intended before. I've run with a lot of different groups of people recently, helping with job quests and such, and I can accurately say, people are still in their own world even if they are aware of the spellcaster's new dismay. I play white mage and I just plant myself somewhere and heal. The limitations of people being too far away are still the same as before the change, but I feel like overall this change has given us less options in combat, rather than more. Also, to me it feels unfair if I accidentally inch myself forward my spell cancels, yet melee classes are just going to town on a mob and running all over, not restricted at all. Like I said before, maybe the developers think this is balance, but I felt more on par with other combat classes before, now I feel less useful in general.
Giving us less options makes it so the other players in the party have to be aware of what other party members are doing. It's not making you less useful. It's making it so they need to play smarter for us to be useful.
I'm not sure why you're comparing spell casting rules to melee rules in terms of fairness....
Wait, what? Holy is not a viable option for a white mage unless you are at 280 MP with blissful mind in your pocket. And what crowd control spells do we have? We have a single target sleep spell, if we are lucky enough to get it off before the enemy gets to us. Regardless, your response to my post... I don't understand which spot you're responding to or if you just wanted to say something in this thread.
he is probably reffering more to BLM/THM whitemage isnt supposed to be able to hold their own in PvP they are supposed to rely on a group or use defensive abilities and heals to negate incoming damage same for PvE except its easier to hold your own.
I didn't feel you were attacking me. I just don't understand why players think that melee have some sort of magical advantage over mages now that mages can't run while casting... (or heck, maybe they thought that before 1.21 :/). Also the client-server communication issues effects everyone equally; just in different ways. For as many times I have had a mob run out of my range while casting (pre 1.21) even though it appears to be in range of my spell I can say has been nearly the same amount of times (give or take) as I've had to chase a mob while not being able to attack all while it appearing right in front of me the entire time...Server response is a big reason people do not like the new changes to casting. It's the same for melee too that server response hinders you. I didn't mean to attack you with what I said, if you feel that I have, but my point was I see people running around a lot AND hitting things as melee, and not running around and not hitting things as you have described.
Clearly the dev's thought it was unbalanced that mages could cast while they run - which is why they made the change in 1.21 and gave us [temporary] tools to mitigate inabilities to cast spells immediately upon stopping until 2.0 comes out.
Hi Rukkirii and Yoshida-san,Here are a few posts from Yoshida about the spell casting changes.
②Inability to cast due to movement intertia after stopping
⇒We have reduced this spec as much as possible while maintaining the quality of our graphics.
Similarly to when /facetarget is used, if we reduce the inertia period any more, we would have to remove it. Since inertia is mapped in the server, it is not possible to cast spells during this time.
With that said, my decision is:
“If /facetarget is not used, minimize the negative hit to graphics quality”
“If /facetarget is used, prioritize performance over graphics quality”
I believe that this is the limit to what we can accomplish before the 2.0 re-launch.
Of course we have considered forcefully stopping the movement of the character’s feet as soon as a spell is cast, but this would be too substantial of a change.
(I hope you can pass this along to Yoshida-san and the Dev Team.)
In regards to keeping the Inertia and Momentum, let's look at the goal that Yoshida-san wants to achieve:
If that's the key Goal and the main reason we're burdened with the "Moving Will Interrupt Spellcasting" that's interrupting our spells just as we STOP (besides the PvP *actively / purposefully choosing to Run while trying to Cast a Spell* (which is a separate issue)), then here's one possible solution to consider:
- Goal: Yoshida-san wants to have a certain level of "quality of graphics" for Navigation (Running, Walking) and then blending into a Stop and then Casting. That makes sense, sure.
This would allow you to keep your visual aesthetics of having a "settle (running to a stop, or walking to a stop)" and FIX the *major* problem that's affecting *most* Spellcasting Players right now.
- Solution: Flag all Characters' "Run to Stop" or "Walk to Stop" Animations / States (or a "Decreasing Range of Values for Momentum" (e.g., anytime your Momentum / Velocity is between '5' decreasing down to 0 (whatever value is appropriate)) as the equivalent of 0 (ZERO) Velocity, which would allow Spellcasting to occur.
Basically this would allow you to force your engine / code to acknowledge that that tiny amount of Momentum (as you're decreasing to a Full Stop (0)) is the *same* as if you really were at true 0 Momentum.
You can then apply a Blend from your "Run to Stop" animation or "Walk to Stop" animation into your Casting animation, while allowing players to start Casting without being interrupted by Inertia (current problem).
Look at the overwhelming feedback of players so far about this issue. This "Moving While Casting Interrupts" *because of settling (waiting to be fully stopped)* has made the experience of playing a Mage & Casting an ANNOYANCE rather than being able to enjoy the wonderful new Mage Jobs and situations.
Of course the FF XIV Engine (current) might be coded in a way that wouldn't allow this, but it'd be worth the time to have some kind of system like the above, to alleviate this problem.
Rather than force ALL PLAYERS to manually type "/facetarget" or force them to wait a moment of time before casting, a solution like the above would solve the issue *and* allow you to keep your visual fidelity.
The patch has been great so far in many areas, but this is one area that's made the gameplay experience worse.![]()
Please fix this.
Thanks!![]()
You also have stone that has a chance to cast heavy on the target. You also have stoneskin that can stop damage. You have regen that can cure you without you casting a spell. You also have benediction for instant full hp (just because).Wait, what? Holy is not a viable option for a white mage unless you are at 280 MP with blissful mind in your pocket. And what crowd control spells do we have? We have a single target sleep spell, if we are lucky enough to get it off before the enemy gets to us. Regardless, your response to my post... I don't understand which spot you're responding to or if you just wanted to say something in this thread.
And who's to know what will happen with some of our current moves when PvP comes out?
I could TOTALLY see shroud of saints causing us to dissapear until using an action or keeps you invisible for 10 sec. Plus we are also going to be getting more actions/spells/abilities later too. You have to look in the future when the future comes out. You can't talk about PvP based on just the skills we have now
I dont use /facetarget either since I use a controller but like I said it takes very little time to register your character has stopped moving. If I can do it without issue and still be great at healing and have a 12 pack in me I'm sure most people can do it as well it just takes getting used to and remembering to not rely on casting being the thing that stops you, watch the arrows for a bit to help ya out. Its just an adjustment period.I do not use /facetarget and I do not wish too. However, if I move, as soon as I stop I try to cast something.... oh but wait! The server has to catch up with me. lol Usually I can't cast immediately after stopping, so I am waiting for my spell to happen, then realize it hasn't gone off... lol. Then I have to click it again. =p I know in time I will be used to the wait, but this is what I'm talking about and how it conflicts with us casters.
why would it not fit his idea of mage? he stated in multiple interviews he plays as the smallest damage dealer in every mmo he plays. his idea of mage is stand there and throw me a heal and do nothing else while i have fun damaging the mob.Agreed.
No.
People maybe need 7 days to get used to it, not 7 months.
It all comes down to a matter of taste obviously.
some people like it now, most mages don't.
i mean... noone was asking for that!
there wasn't a single thread like "Request: Interrupt spellcasting while moving"
- because it doesn't improve the game. it slows down party play. especially in dungeons.
but out of the blue Yoshi-P wrote this thread title in one of the previous patch notes.
just because it better fits his idea of playing mage.
whatever. we'll see if more people think like me.
if not - *shrug*
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