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  1. #521
    Player
    Kiote's Avatar
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    Kiote Corissimo
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    Sargatanas
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    Pugilist Lv 50
    I can't believe people actually fell for that BS explanation..

    This is such a huge step backwards I am embarrassed for the designers.

    It is truly a sad day when a Dev team strives to impose an archaic play style on people who have already adapted to a superior form of more in-depth and tactical combat.

    PvP is not worth this Sacrifice.
    (6)

  2. #522
    Player
    Kiote's Avatar
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    Kiote Corissimo
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    Sargatanas
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    Quote Originally Posted by Firon View Post
    If you guys read the road map you would know pvp is gonna have its own set of skills so it wont mess with PvE.....
    Imposing movement restriction on Mages for the benefit of PvP combat is messing with PvE.
    (4)

  3. #523
    Player
    syntaxlies's Avatar
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    uldah
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    Syntax Lies
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    Hyperion
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    Leatherworker Lv 50
    Quote Originally Posted by Kiote View Post
    I can't believe people actually fell for that BS explanation..

    This is such a huge step backwards I am embarrassed for the designers.

    It is truly a sad day when a Dev team strives to impose an archaic play style on people who have already adapted to a superior form of more in-depth and tactical combat.

    PvP is not worth this Sacrifice.
    moving to stop spell casting will sure make ifrit easier. you can just non stop cast and run without getting stuck in animation.
    (5)

  4. #524
    Player
    Jennestia's Avatar
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    Kanikou Escaflowne
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    Sargatanas
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    Archer Lv 50
    Quote Originally Posted by Kiote View Post
    I can't believe people actually fell for that BS explanation..
    There's a difference between "falling for a BS explanation" and personally not liking it -- What category you fall into is personally not liking it because it's very obvious he's thinking of the overall game, after all he's the director and producer of it, he knows the plans for the future, you do not.

    Quote Originally Posted by Kiote View Post
    Imposing movement restriction on Mages for the benefit of PvP combat is messing with PvE.
    You clearly didn't read the post then and likely stopped when you seen "PvP" -- It's not a change purely for PvP.
    (7)

  5. #525
    Player
    syntaxlies's Avatar
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    Syntax Lies
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    i really dont see why people are so upset, if your mages are running all around they're not recovering mp. tell them to stop running.
    (3)

  6. #526
    Player
    Kiote's Avatar
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    Kiote Corissimo
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    Sargatanas
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    @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)

  7. #527
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    People usually stands in one spot anyway when they casts something, this is barely an issue unless you are abusing 'returns to territory' method which requires alot of movements..
    (3)

  8. #528
    Player
    DeadRiser's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Kipp Kaida
    World
    Sargatanas
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    Conjurer Lv 70
    Kiote, it's a lost cause. Just leave it as is. You can't change his mind.

    It's not moving back like you think it is. Every game is different. Just deal with it... for the 3rd time.
    (2)

  9. #529
    Player
    Jennestia's Avatar
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    Kanikou Escaflowne
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    Sargatanas
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    Archer Lv 50
    Quote Originally Posted by DeadRiser View Post
    Kiote, it's a lost cause. Just leave it as is. You can't change his mind.

    It's not moving back like you think it is. Every game is different. Just deal with it... for the 3rd time.
    I think this is the problem -- People clearly want this game to be the same as every other MMORPG since it worked for Rift and SWTOR, so why not?
    (2)

  10. 01-07-2012 04:14 AM

  11. #530
    Player
    DeadRiser's Avatar
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    Limsa Lominsa
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    Kipp Kaida
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    Sargatanas
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    Conjurer Lv 70
    Quote Originally Posted by Jennestia View Post
    I think this is the problem -- People clearly want this game to be the same as every other MMORPG since it worked for Rift and SWTOR, so why not?
    I don't know, I think we do need a reliable way to cancel spells. The lag we have right now is so crappy half the time I try to cast a spell, I end up cancelling it cause I pressed it twice because it wouldn't start casting.

    And everything that Yoshi said makes sense. I don't see where people get off that it's such a bad thing. If you don't have enmity/hate/whatever you call it, you shouldn't have to run and cast. I'm currently practicing not moving while casting. It's not as bad as people think. You have to strategize with other people to not move as much as they used to, that's about it.

    People need to think about the future of the game, not what they want.
    (4)

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