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  1. #461
    Player
    Saiph's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    220
    Character
    Tora'a Moikot
    World
    Phoenix
    Main Class
    Archer Lv 31
    I got your points and understand why you want this thing ot be implented yoshi, but you have to balance this out by adjusting other stuff too and i hope you will.

    Remove Animationlock for Mages since we wont be able to cast spells while runing. (and reduce the time of animationlock for othe classes)

    Naturally, players that play casters can show off their skills by using instant cast spells, which can be fired off even while moving, to avoid danger. As noted earlier, the amount of actions you can perform while moving are not zero.
    yeah thundra and blizzara are instant cast and i like that very much, but why is there animationlock on them at all? since you say it yourself, that there will be spells that we can cast while runing by being instant cast we shouldnt be forced to stop just to cast them. at the moment the animationlock forces you to halt while you cast this spells.

    Understanding the enemy’s remaining HP and the amount of damage needed to finish them off is the way a caster solos. If you adjust the damage appropriately so that you can use a spell that has an MP recovery effect, you can move on to the next enemy without much down time.
    parties pre 40-50 are moving a lot around. that makes recovering mp for mages a bit more dificult. while cnj hase 2 good abilities to recover some mp for this kind of situation, thm lacks this abilities. Sanguine Rite is a nice ability but it doesnt work on a thm for mp recovery. it costs a lot of mana, the condition to get mana by using it is a rly bad one for a class with lowest defense and hp and the mana/recieved dmg ration on it sucks even more for a mage class. so you need to give thm/blm some better abilities to recover mp, of course a balanced one so they cant go on casting spells forever.

    Also when you add the spell cancel when moving plz add a small "buffer" so you can make at least 1-2 steps without breaking the spellcasting or this:

    Ok, I understand the cancel casting while moving thingy. Still, I do not totally approve of it. However, an easy compromise would be to allow mages to walk while casting. It would allow mages to re-position themselves slightly on the battlefield and it is much slower than running, a monster would still catch up while under the weight effect (same for PvP).
    (3)

  2. #462
    This makes me glad I picked lalafell! (pvp) I'll hide in the bushes and feel sorry for all the easily spottable Roegadyns :P
    (1)

  3. #463
    Player
    AdvancedWind's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,651
    Character
    Ashley Zeibel
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Zahak View Post
    This makes me glad I picked lalafell! (pvp) I'll hide in the bushes and feel sorry for all the easily spottable Roegadyns :P
    Roegadyns are only useful as retainers. There, I said it!
    (2)

  4. #464
    Player
    Lienn's Avatar
    Join Date
    Mar 2011
    Posts
    1,949
    Character
    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Phe View Post
    i'm getting a headache over this because it's just so dumb.

    PvP was the only argument in yoshi's post that actually counts.
    interrupting spellcasting BEFORE implementing PvP is just not right lol

    and somehow i think i'm the only one that thought of a compromise,
    that goes along with all of Yoshi's arguments - including PvP:

    [SIZE="6"]walking mode while casting[/SIZE]
    Or simple make cast time longer while moving. If a spell has 3 sec casting time standing, then have 4.5 sec if running.
    (2)

  5. #465
    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 Lienn View Post
    Or simple make cast time longer while moving. If a spell has 3 sec casting time standing, then have 4.5 sec if running.
    but we have to think of the poor paladin in the PvP situation.
    if we can run with the same speed while casting, he will have a horrible disadvantage.
    in a year, when PvP actually could be in the game.
    (4)
    ----- Pour l'amitié franco-allemande - Für die deutsch-französische Freundschaft -----

  6. #466
    Player

    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    362
    Quote Originally Posted by Phe View Post
    but we have to think of the poor paladin in the PvP situation.
    if we can run with the same speed while casting, he will have a horrible disadvantage.
    in a year, when PvP actually could be in the game.
    Yeah, cause in a year, this game will have 10mil+ subscribers, so we have to push aside the current paying population to appease to those mystical future players.
    (4)

    Quote Originally Posted by GreatLeviathan
    Prolly live in their mommy's basement playing the game 23/7.

  7. #467
    Player
    Zetsumei_Tsunarashi's Avatar
    Join Date
    Mar 2011
    Location
    Shadowlord Server
    Posts
    1,601
    Character
    Zetsumei Tsunarashi
    World
    Sargatanas
    Main Class
    Summoner Lv 100
    I'm pretty sure someone probably mentioned this but,

    Animation Lock pretty much invalidates Yoshi-P's entire post. Unless there is no animation lock, then it doesn't matter if I can move while casting, because the monster can catch up to me when I begin casting a spell.


    Also his assessment of mages in PVP is invalidated by Archers. Archers have all the advantages of being a ranged attacker, but none of the weaknesses of being a mage.

    TBH this game atm is completely unbalanced for PVP. Certain classes will be able to dominate others. Hell, Barrage alone would be enough to almost 1 shot a mage. Honestly as hard as it is to balance PVE in an MMO I don't think Yoshi-P is anywhere near prepared to handle PVP balance issues.

    Just looking at statements like this:

    However, in exchange for there being no casting time for these instant cast spells, they will be balanced with low damage for attack spells, low effect duration times for debuffs, be easily resisted, and have long recast timers.
    Really makes me wonder if Yoshi-P understands PVP at all.
    (4)
    Last edited by Zetsumei_Tsunarashi; 01-06-2012 at 01:28 AM.

  8. #468
    Player

    Join Date
    Dec 2011
    Posts
    45
    Quote Originally Posted by Kinseykinz View Post
    This...

    and to add
    4. His first language is Japanese, once he writes his explanation, the English, German and French language people need to re-write it to make sure the message is conveyed properly...
    --example the quick explanation Rukkirii gave us on Yoshi's original response was quickly translated and therefore left some confusion. (I'm confused too...and not really sure if they mean you can semi-chainspell now by moving....that can't be what they intended/meant)

    We can continue to debate what Yoshi P. meant and what the vision is, or we can wait until he has the time to get it out to us clearly (and he usually is a very clear person).

    Lastly, this isn't changing when we get patch 1.20. It is changing in a booster patch (1.20a or 1.20b). So he DOES have plently of time to explain and we have plenty of time to absorb the new change/reasons behind it before it goes live.
    ok so they may never have intended to fix mages in place while casting. but now they know what would have happened if they had. lol ^_^
    (1)

    to be or not to be: sqrt( 4 b ^2 )

  9. #469
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    This thread proves that those who don't want to listen won't listen regardless of what is said.

    Communication's usefulness in a nutshell.
    (8)

  10. #470
    Player
    Soukyuu's Avatar
    Join Date
    Mar 2011
    Posts
    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    If their only reason for spell interruption is PvP, then they should just have 2 separate mechanics fro PvP and PvE. Ragnarok online had this to a certain degree (enfeebles and enhancements were nerfed in PvP), why not keep it? If player moves while casting in a PvP scenario, interrupt the spell, else proceed as usual.
    (6)

    [ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]

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