Holy brought to 1.5s cast time. Imagine playing a spellcaster and not wanting to stand still and cast spells. Very CBU3-esque change.
When we'll get instant cast GCD heals and fillers, yo?![]()
Holy brought to 1.5s cast time. Imagine playing a spellcaster and not wanting to stand still and cast spells. Very CBU3-esque change.
When we'll get instant cast GCD heals and fillers, yo?![]()
Well they already have the mindset that people play Healer because they don't want to heal, as it's consistently becoming the Tanks job to keep themselves alive... So why not add to that and just remove cast times as well...
I understand that people aren't that happy with what they see aas elements of skill expression being removed in a number of cases.
That being said, looking at how this game is adding more demands on jobs to be mobile at all levels of content- maybe it's not that great to play a turret job in a game that keeps demanding more and more mobility? and before you come back with "please, learn to slidecast"- if they are making these changes, it's possible that it aligns with even more need for mobility in future.
BLM manages this with triplecast, aetherial manipulation, firestarter, thunder, paradox, and now Despair. RDM manages it with dualcast, spellblades, and acceleration. Why can't healers have different approaches to mobility needs like them?I understand that people aren't that happy with what they see aas elements of skill expression being removed in a number of cases.
That being said, looking at how this game is adding more demands on jobs to be mobile at all levels of content- maybe it's not that great to play a turret job in a game that keeps demanding more and more mobility? and before you come back with "please, learn to slidecast"- if they are making these changes, it's possible that it aligns with even more need for mobility in future.
Hang on a second here, in terms of AoEs:-
Holy stuns,
Gravity is ranged,
Art of War and Dyskrasia are instant cast.
We have no shortage of mobility (or attack prevention in WHM's case) in our AoE spells. Our single target casts are no different to RDM in terms of stationary time.
Not entirely sure what you're going on about here. I'm talking about how we achieve weave/mobility windows, not how much we have, or how varied the AoE spells themselves are (which oops SGE's is just a clone of SCH's).Hang on a second here, in terms of AoEs:-
Holy stuns,
Gravity is ranged,
Art of War and Dyskrasia are instant cast.
We have no shortage of mobility (or attack prevention in WHM's case) in our AoE spells. Our single target casts are no different to RDM in terms of stationary time.
I saw WHM to be the turret healer in ShB, which I thought was very fitting as the healer counterpart to BLM. It's just not that anymore
I never said they couldn't, or shouldn't.
Why did they decide to have casters in the first place then if they were gonna design fights that require too much mobility to play one? They're the ones creating the issuse in the first place.
You can actually reward good gameplay with more mobility. Or you can design fights that take into consideration the fact that the game you're making has caster jobs. Or you can stop being so obsessed with the 2min meta that you account casters having to move sometimes and mess their rotation/uptime.
There are a number of ways to solve the issue without just handing out free mobility. And we're talking about Holy... how many Ultimates and Savages require so much Holy spam while moving anyway?
I was probably being unclear- first of all, I wasn't referring specially to Holy as there has be more than one change that affected cast times. Secondly, I'm not by any stretch an expert in game design, I did however main a caster (similar to a BLM by the way) for years , so I'm very familiar with traditional casters with reduced mobility.Why did they decide to have casters in the first place then if they were gonna design fights that require too much mobility to play one? They're the ones creating the issuse in the first place.
You can actually reward good gameplay with more mobility. Or you can design fights that take into consideration the fact that the game you're making has caster jobs. Or you can stop being so obsessed with the 2min meta that you account casters having to move sometimes and mess their rotation/uptime.
There are a number of ways to solve the issue without just handing out free mobility. And we're talking about Holy... how many Ultimates and Savages require so much Holy spam while moving anyway?
I'm not posting to defend any design decisions, I would say that I expect that Square has to balance all the people who were complaining that encounters were stale and boring and people who want balanced jobs, those who want simple jobs, and those who want some skill expression. Personally, I really am more on the "create fun jobs that with some complexity, and reward skill" and less of a "how many AOEs can I dodge / how well can skills be aligned per "x" meta then sleep" person.
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