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  1. #11
    Player
    Raldo's Avatar
    Join Date
    Jul 2011
    Posts
    2,563
    Character
    Raldo Volca
    World
    Coeurl
    Main Class
    Marauder Lv 80
    I always thought the best solution would be:

    1) Monster dies
    2) Check the area for another target that would have been hit by the AOE
    3) Found one? Continue spell (centered around wherever the original target died). Nothing there? Cancel.

    It is soooooooooooooooo frustrating to have your AOE targetted on one of the few monster that die where then there still several others crawling around available to be hit. As many have stated, the Cutter's Cry mid-boss (Myrmidon Princess) and her many adds is the perfect example of this.
    (6)

  2. #12
    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
    Just gonna copy/paste what I wrote in response to this in Reinheart's thread.

    Quote Originally Posted by Zetsumei_Tsunarashi View Post
    I think dev is not understanding what the player's issue is. This is disappointing as this is a big issue for me that I hope will be addressed in the future.

    Basically the problem is when you are fighting a large group of enemies and try to use AoE spell to damage the whole group, even if one of the enemies is defeated you can't damage the other ones that are still left alive because your spell is cancelled. Would be easier if the spell just went off anyway so that you can damage the other ones too without having to target a new enemy and recast the spell all over again.

    Sometimes your party can go through an entire group of enemies before you ever get the chance to use your spell, because you had to keep recasting it every time one of the monsters dies. You waste a lot of time and lose DPS because you have to recast the spell.

    I hope dev understands this is an issue and finds a way to address it.
    Quote Originally Posted by Zetsumei_Tsunarashi View Post
    I think would be fine if the spell just finished as normal even if your target dies. Then you would hit in the same area you meant to in the first place. Just use the dead monster as the center for area of effect.

    In current version it is already possible to target dead enemies with spells. We used to have Siphon MP and Siphon TP, which these spells were meant to be used on dead enemies, so why can't they just use this same coding ? I remember I used to time my Siphon MP so that I started casting spell while the enemy was still alive, but finished casting after it was dead for more MP. So this is already possible, dev just needs to fix it.

    If you want to cancel it, for example if the dead monster was the last one in the group, you can just move to cancel it as you said.
    (7)

  3. #13
    Player
    Duuude007's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,954
    Character
    Duuude Bismarck
    World
    Hyperion
    Main Class
    Armorer Lv 80
    This is archaic use of targeting. Let me explain.

    FF1: battle with 2 goblins.

    1. All 4 characters queue up attacks and spells on goblin 1
    2. Character 1 and 2 deal damage to goblin 1.
    3. Character 3 deals damage on goblin 1, goblin 1 dies.
    4. Character 4's commands are cancelled. Queued round ends.
    5. All 4 characters queue up attacks and spells on goblin 2.
    Compared to the updated...

    FF6: battle with 2 goblins.

    1. All 4 characters queue up attacks and spells on goblin 1
    2. Character 1 and 2 deal damage to goblin 1.
    3. Character 3 deals damage on goblin 1, goblin 1 dies.
    4. Character 4's deals damage on goblin 2. Queued round ends.
    5. All 4 characters queue up attacks and spells on goblin 2.
    So lets put this in FFXIV perspective:

    FF14: battle with 8 Sabotenders. (Party of 8 black mages)

    1. All 8 characters queue up firaga, on the grouped-up Sabotenders.
    2. The fastest 4 deal damage to 8 Sabotenders. 4 sabotenders die. The other 4 begin casting 10,000 needles.
    3. The other 4 mages' spells are cancelled despite the aoe being in range of the other sabotenders.
    4. all 8 mages begin casting fira & firaga to kill the remainder sabotenders.
    5. 10,000 needles goes off first. Party wipes.
    Even if this weren't the case, players these days depend heavily (too heavily if you ask me) on who can out-parse who, and this is often based on system speed, controls and lag-free advantages. Not saying its a rule, but it is a trend.

    One possible 2.0 solution could be to allow aoe spells to be performed on a targeting reticle, ignoring individual targets.
    You use the command to cast, and it sets up a circular outline you can move around the field and hit confirm when in position.

    example from Dragon Age:


    If the enemy runs out of the range it is unaffected, but ANYTHING alive or dead will be affected in that range, much like how blizzara and flare already operate with yourself as the center point.
    (12)
    Last edited by Duuude007; 07-10-2012 at 02:25 PM.

  4. #14
    Player
    BlackomegaKingofwaffles's Avatar
    Join Date
    Mar 2011
    Posts
    226
    Character
    Blackomega Kingofwaffles
    World
    Midgardsormr
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Rau View Post
    What about the time it actually takes to cancel the spell?

    It's almost impossible to stop a cure after its past the 40% on the progress bar, and spells like thunder or blizzard are hard to stop after 50-60% because of lag.
    This needs to be on every page of this thread.
    (1)
    Removed due to size restrictions and possible seizures risks.

  5. #15
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
    Posts
    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    Can we also make it so it cancels immediately when something hits you?

    I mean it's really annoying having to wait the entire 3 seconds of Aero just to see whether or not it went off on the mob. Or worse, waiting for Cure, Cura, or Curaga to finish their 2-3 seconds only to have it canceled and then have to wait another ~1 second for the server to register you tried to recast the action. Solo-ing, this is just the worst thing to have happen. I imagine it's pretty frustrating in Primal battles as well.
    (1)

    Peach Parfait/Khulan Angura on Gilgamesh

  6. #16
    Player Kerwin's Avatar
    Join Date
    Mar 2012
    Location
    Ul'dah
    Posts
    1,148
    Character
    Kerwin Nindon
    World
    Balmung
    Main Class
    Weaver Lv 90
    Quote Originally Posted by Rukkirii View Post
    • Canceling magic is easy due to the fact that simply moving will interrupt casting
    I don't agree with this at all. While fighting Ifrit is a prime example that moving while casting will NOT cancel the cast. To many times I get caught by cracks because of mid-cast cure that was supposed to cancel when I started moving but instead successfully cast.
    (9)

  7. #17
    Player
    Soulfire's Avatar
    Join Date
    Jul 2011
    Posts
    211
    Character
    Maki Amiyuki
    World
    Masamune
    Main Class
    Fisher Lv 60
    This thread is either here for feedback or here to say this:

    Quote Originally Posted by Rukkirii View Post
    We’ve been receiving feedback about magic spells not being canceled until the end of the cast time when enemies die mid-cast. We wanted to explain our reason behind why we do not have any plans on changing this system in version 2.0:
    • We're lazy and would rather not work for our pay
    It's time to start making plans.
    (2)

  8. #18
    Player
    SlayerOfPrey's Avatar
    Join Date
    Feb 2012
    Posts
    12
    Character
    Aeronite Foxhound
    World
    Balmung
    Main Class
    Archer Lv 50
    This thread is stupid the system works fine. The lag, delay and the animation lock are the problem. These 3 make this system crap. Se already told us and many interviewers that all those 3 point will be gone in 2.0. So you just got to wait until the beta or the release date.
    (0)

  9. #19
    Player
    Mihana's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    597
    Character
    Sa'hana Zhralyia
    World
    Mateus
    Main Class
    Bard Lv 80
    Quote Originally Posted by prymortal View Post
    • Canceling magic is easy due to the fact that simply moving will interrupt casting


    This does not alway happen & the best example of this would be non japan players in ifrit. ~ will this be fixed by 2.0?

    Will casting while moving be brought back for 2.0? as currently the stand still & get raped system is just not fun or good. ~ even limited movement would be a great improvment from standing still.

    thanks
    I don't think the issue at hand is the lag, or at least the deal with spells not cancelling right away when a mob dies. Basically that response is to pretty much say if you're casting a spell and the enemy dies before it goes off you're expected to move around to cancel it. That's the gist of how it works now, and how they expect it to work in 2.0.
    (0)


  10. #20
    Player

    Join Date
    May 2012
    Posts
    290
    Quote Originally Posted by SlayerOfPrey View Post
    This thread is stupid the system works fine. The lag, delay and the animation lock are the problem. These 3 make this system crap. Se already told us and many interviewers that all those 3 point will be gone in 2.0. So you just got to wait until the beta or the release date.
    No thats wrong the system does not work fine.
    If I cast an AoE spell on a group of mobs and the mob I am targeting dies my spell will be cancelled despite all the other mobs in range of that spell still being alive.
    (1)

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