First Rukkirii thanks for passing along this note to us. Now I know that you can only post info as to what they give you but could we please get some more information regarding these reasons? They seem... lacking for better words.
That's fine, in fact it's true it's easy to cancel, but doesn't seem like a valid reason to leave a mechanic like this in the game. It would just possibly be as easy to make a spell auto-cancel instead of continuously going through the animation.
Canceling magic is easy due to the fact that simply moving will interrupt casting
Again true, but it doesn't really explain the reason.
MP will not be consumed if an enemy has been defeated
Afraid that is wrong, the downside as it's been mentioned is it leaves you open for incoming damage. Here's a scenario.
Besides the time spent casting, there isn't any downside
You're fighting a large mob with a party as say THM or BLM. As you're going through the stage of casting a long spell (Firaga perhaps.) the mob you were targeting dies but the others are alive. You now have to either:
A.) Run around like crazy until the spell stops casting.
B.) Wait until the spell finishes and cancels on its own.
The downfall with the scenario A is now you're stuck waiting for the server to register that you're not moving before you can cast again. During this period the mobs you're fighting might use a nasty AoE that silences the party, may damage them, or worse. This could have been avoided if you could only cancel the spell immediately instead of having to wait for it to end or running around to cancel it.
Then we could look at the issue of if you're bound. Some mobs (Like archers especially.) love to nail targets with this move. If you're bound it doesn't cancel a spell since you can't move. Also on the subject of moving, some mobs such as even Coincounter require you to stand in a specific area to avoid damage from certain moves. If you're roaming around trying to cancel a spell you risk the chance of being hit and possibly killed. Also, what if you're surrounded by mobs that aggro by sound? Few battles have this currently but if such a mechanic exists even into 2.0 what if such battles become a bit more common? A smart player will try to walk than run, but the average player will jiggle that analog stick quickly or hit their movement keys without that in mind to try and cancel the spell immediately.
Overall, time is often of the essence on some battles especially in speed runs. This mechanic offers more hindrance than any benefits. Now, if there's something like having to change an entire code involved or rewriting an entire script or what have you involved then I'd completely understand leaving it in. But the reasons you listed just makes it feel like they're just saying "We don't feel like changing it so there".


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