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  1. #31
    Player
    Jin_'s Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    98
    Character
    Jin Sing
    World
    Excalibur
    Main Class
    Weaver Lv 50
    Quote Originally Posted by DeadRiser View Post
    Oh well, all I can say is get used to it. You don't have to run and cast thunder at the same time. That's what the instant cast spells are for. You don't HAVE to combo. That's all I can say.
    no combos... shit son that's a long ifrit


    I don't even know where to begin... running and casting will sorely be missed. Ya, ya, lern2play mage. Deal with it.

    So in caravan, when the gnats appear and are actually 2 seconds ahead of what I see, and I start my cast and run after them..... I'll just use resonance now? Or wait longer shouting to get enough bodies to win consistently? Lord knows its forever and a day milking my 200 online server for 4 ppl as is for an escort. I'm Flames GC, and have a pearl for a Flames LS with 49 members, usually 15-20 online in it.

    Or what about Darkhold? Good thing those hippos dont hurt so bad anymore i guess.
    Moogles, eh, arena is small, guess my GLA can't cast stoneskin and cure nearly as often.
    Ifrit, no biggie rly.
    XP/SB, i can't be the puller tank and main dps anymore on CNJ, i'll have to get someone else to pull now.

    It probably won't be so bad, despite being archaic, I just really don't trust their server lag.


    TL;DR LOWER RESONACE RECAST MY GOD!!!!!
    (3)

  2. #32
    Player
    Eclipse's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    383
    Character
    Eclipse Haven
    World
    Hyperion
    Main Class
    Astrologian Lv 70
    I guess my only concern here is in Ifrit. When it does x3 eruptions and the healers have to run away from it, the tank still consistently takes damage and can be in danger of death depending on Ifrit's next TP move. As I am running back I always try to heal the tank to prevent that from happening.

    At this time I can see it being an issue. But I assume with the implementation of the new classes we may see a Paladin with stronger Cure Potency or Cures which he may be able to cast on himself and therefore this may not be such a hindrance. This is in theory however and we will just have to wait and see.

    In the meantime, I hope this turns out to be for the best. I am interested to see how these spells that are cast while moving shape up to the current spells.
    (0)
    TMPST Est. 1.0
    Tempest Free Company of Hyperion

  3. #33
    Player

    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    17
    Quote Originally Posted by Jin_ View Post
    ...i can't be the puller tank and main dps anymore on CNJ...
    CNJ tank was really growing on me too, haha. Really keeps you on your toes...
    (0)

  4. #34
    Player

    Join Date
    Feb 2012
    Posts
    6
    I also think moving will cancel spell casting is not really good idea. The game first concept is to freely cast spell while moving so player will have fast gameplay.

    However I think moving while casting should have negative effect too. May be by putting small bar under cast timer. This bar will be full at first but when your character moving or get hit the bar will be shrink. Think of it as Spell HP. If this Spell HP reach zero before cast is finish then the spell will be cancel. If player finish cast the spell before Spell HP reach zero then the effect of the spell will be as portion of what Spell HP left.

    for example.
    1. Player cast Fire and with no intrruption it deal 300 dmg to an enemy.
    2. Player cast Fire while runaway from an enemy. Spell HP reduce to half when finish casting. Fire will deal 150 dmg to an enemy.
    3. Player cast Fire while fighting an enemy. That player get hit so he try to runaway. This will reduce Spell HP very fast which most of the case Spell HP will be reach zero before it finish casting. This way spell will be cancel.

    This way mage will still be the same image as what they plan. Better to keep distance from an enemy while fighting. It might be harder for DoW if they want to keep using cure while solo but somehow I fell it should be that way. By block / dodge / parry player might lose less Spell HP too so cast in Active Mode will have more chance to success than Passive Mode. And it will be great if player can choose to activate Auto Attack or stop it. It could be first skill for every class called 'Attack' so no one will hit anything whenever they don't want to anymore. Like after put some monster to sleep or when fighting enemy with Shock Spikes on.

    I'm hope they would considered this option. It's not ground breaking but this should make player feel like they have more freedom.
    (0)

  5. #35
    Player
    Brimstonelove's Avatar
    Join Date
    Feb 2012
    Location
    Stilwell, OK
    Posts
    80
    Character
    Saint Brimstone
    World
    Mateus
    Main Class
    Fisher Lv 70
    Quote Originally Posted by XoniaAsunder View Post
    Then maybe you should start. No, definitely.
    I could agree with this statement...without the implementation of FFXI's Abyssea.
    (0)

  6. #36
    Player
    Zezlar's Avatar
    Join Date
    Mar 2011
    Posts
    1,618
    Character
    Athalia Hartfell
    World
    Excalibur
    Main Class
    Lancer Lv 85
    Quote Originally Posted by XoniaAsunder View Post
    This is ridiculous. Why even make 14? Just continue working on FFXI. If you don't have a problem with the implementation of movement cancelled spells, you obviously need to go back to FFXI.
    Oh yeah? That's too bad.
    (0)

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