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  1. #11
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    Mar 2011
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    Quote Originally Posted by Mychael View Post
    If we must have this feature, I say that rather than literally 0 movement allowed, we should get a fraction of a yalm. Why? It would stop the problems with inertia, help correct for lag, in case the game doesn't get the message until just a tiny bit too late, and not make anything worse. Frankly, if moving half a step in walk mode will put you out of range for something... you had just as much of a chance to be out of range to begin with. I'm barely talking a full "step" (unless you're a lalafell)--just a little something--definitely not being able to move away from anything

    Personally, I would like a complex system rather than black-and-white. Since you asked, Phe, my ideas would include...
    • Different rules for different spells.
    • A low-level spell could be cast while moving for a heavy penalty to magic accuracy, enhancing magic, and healing magic (e.g. a 50% chance your attack/enfeebling magic would miss, a 35% reduction to healing magic potency, and a 50% reduction to enhancing magic skill)
    • A mid-level spell could be cast while moving with a heavy penalty to magic accuracy and magic attack and a heavier penalty to healing magic and enhancing magic. (e.g. 50% chance of miss, and -35% damage; -65% "Cure" effect; -80% enhancing magic skill)
    • High-level spells would not be castable while moving. However, a BLM/THM ability will allow you to cast any spell at full potency while moving with a 25% chance of reflecting 50% of the damage onto yourself.
    • Based on difference between your level and the spell's level.
    • You could cast a spell 10 levels below yours while walking, but not running.
    • A spell 30 levels below your level can be attempted while running.
    • Being hit while running and casting has a 30% chance to inflict a 2 second stun effect on the caster.

    Etc.
    -PvP is totally excluded from my post since we don't have it yet and is pointless to discuss atm-

    Too much DnD in that and also too overcomplicated while not really helping with anything. Your suggestions while seeming interesting, make attempting to cast pretty much any sort of spell while not stationary completely pointless. Mostly because of those extremely harsh penalties. Don't kid yourself, you would never knowingly choose to cast a spell that has a 50% chance of missing on top of 35% reduced damage. Hell, even one of these penalties is enough to make me not even THINK about attempting to cast in that way.

    People go out of their way to land combos to avoid penalties like that (Drg I'm looking at you), or to make the most out of their abilities. I seriously doubt anyone would ever, willingly, be content with their abilities functioning at less than 100%. You would never spend MP on a Protect that will buff for 80% less, when you could spend it on one at 100% potency. ESPECIALLY when they cost the exact same MP points.

    Sorry but I don't see how this can work at all.

    Edit: About suggestions:

    I'd like to see an ability that allows us to instantly cast a spell with cast time. Think it is pretty base for a damage mage's arsenal (I'm looking at YOU Resonance!)

    And my only real suggestion is still for them to undo the changes for now, while we operate on the fail engine, and reintroduce them once we get a proper and stable server that can handle them correctly. I don't think I see any middle ground between that and have things as they are right now, causing endless frustration.

    I'm willing to give a go at the "Stopping the caster when a spell is cast and facing them to the mob", but I have my doubts it will solve anything pretty much.
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    Last edited by Razen_Arghast; 03-17-2012 at 06:16 AM.

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