Quote Originally Posted by Connor View Post
If a 1.5s cast with full mobility during is going to kill people how do Black/Red Mages survive?
I implied no such thing. Heck, I said literally the opposite of that conclusion (that easily cancelled cast times are less likely to get people killed than a self-Heavy during casting that can't be easily cancelled via movement).

Even before accounting at all for slide-casting, a 2.5s cast with 50% mobility will have/cost the same %mobility as a 1.25s cast (and a 2.5s cast with 40% mobility the same as a 1.5s, etc., etc.), but the latter at least allows you to bail out at any moment without having to reach for the cancel key that comes awkwardly to most players (because of their being used to using movement itself to cancel casts).

And even without considering that HW cast times came with a spammable alternative that'd nonetheless do 73.3% of normal spam potency, HW cast times allowed for identical average mobility to a 40% mobility GCD (or ~60% mobility once considering ability to slide-cast), all while being more responsive. And if you want parity with 50% mobility, specifically (as per the example I quoted), just reduce the cast time to 50% of a GCD. With 40% mobility? 40% of a GCD (1s base, with almost as little as .5s actual time one must stay planted given slide-casting). It's that simple.

You could argue ‘but that’s not that different from what we have now!’ which is true, it wouldn’t be a massive ultimate rework. But it’s still better than literal nothing lol. I’d rather have some fluff abilities that are there just to be fun than a bunch of sterile automatic-use ones that are perfectly optimised (which is our current toolkits)
What does any of that have to do with mobility? Physical Ranged already have literally limitless mobility.