Quote Originally Posted by Rydin View Post
Ultimately... Movement interrupting spellcasting is a matter of preference.

Being able to move while casting allows for more dynamic fights where the party can be always moving
Imagine a fight where there is a big behemoth moving towards a city to attack it and your party had to kill it before it got there. With movement interrupting spell casting, you'll never see this

When you have to stand still to cast, the fights become more static
This may sound bad (and I would prefer more movement in the combat)... but its technically how classic final fantasy works.... You have generally always posted up in a spot, Hunkered down and fought your heart out.
That's not exactly true. What do you call roaming parties in XI? They move(d) A LOT, and have/had plenty of time to keep a party adequately healed. And they did it just fine w/o moving while casting.

The REAL issue here is not a result of the spell-interruption while moving feature; the REAL issue is that battles requires EVERYONE to SPAM just about EVERYTHING in order to effectively defeat an enemy.

Tanks have to spam EVERY hate move in their arsenal just to get a mob's attention; DDs have to SPAM abs and weapon skills like crazy just to do any dmg; and Healers have to SPAM cures constantly just to keep the pt alive. This means that the healers have to be ON TOP of the pt at ALL times, practically (which, of course, makes roaming virtually impossible, now that they can't move/cast at the same time).

As for the Behemeth running towards the city example, that's what bind/shadowbind/provoke is for; at least, what it "should/could" be for in the event that SE adds that sort of content. Bind the enemy, or get his attention by spamming hate moves, then he "runs toward the city" again once he resets hate (just an example).