Howdy doody,
For those of you that played Vanguard, I think you'd agree - there was just something epic about walking towards a mob while casting a nuke. My question is, will Pantheon follow the EQ path of not being able to move while casting, causing interrupts? Or the vanguard path of being able to move while casting? Which do you, you players, prefer?
My apologies if this has been covered.
-Tralyan
Tralyan said:Howdy doody,
For those of you that played Vanguard, I think you'd agree - there was just something epic about walking towards a mob while casting a nuke. My question is, will Pantheon follow the EQ path of not being able to move while casting, causing interrupts? Or the vanguard path of being able to move while casting? Which do you, you players, prefer?
My apologies if this has been covered.
-Tralyan
Why not both?
Make it a skill. A very difficult skill (maybe not even a factor until an expansion)
I'll use an example of what I mean. When I started learning archery (and I'm talking a long time) I had to stand still to hit my target effectively. However, with practice I can hit the target while moving, but at the cost of accuracy.
EQ, for example always allowed the Ranger to move and shoot, but would like to see this as something aquired.
The same could be said for the caster class, but maybe at the cost of damage done.
There is something to be said about being vulnerable when casting, and I like that aspect of the game.
I don't know about running but I wouldn't mind allowing casters to walk and cast. You could make it a skill called Concentration and require a skill check. Certain spells might require complete concentration and allow no movement. Variety is good.
Thanakos said:I don't know about running but I wouldn't mind allowing casters to walk and cast. You could make it a skill called Concentration and require a skill check. Certain spells might require complete concentration and allow no movement. Variety is good.
Yes, Variety is good. :) It only makes sense to be able to move a bit with certain spells, while other spells require complete concentration
Per Brad,
Here is the plan -- more details to follow as we approach/start beta:
1. Some spells will allow you to move at normal speed when casting
2. Some spells will slow you down when casting, but you are still moving
3. Some spells will require you to stay in one spot while casting.
It's the how many, what are the percentages of each, and which ones, etc. that probably won't be answerable until beta because that's when we'll have people in testing.
It's I guess a mixture of EQ & VG, although that may be an over-simplification.
https://www.pantheonmmo.com/content/forums/topic/1938/kiting-and-moving-while-casting
Nuemcy said:Per Brad,
Here is the plan -- more details to follow as we approach/start beta:
1. Some spells will allow you to move at normal speed when casting
2. Some spells will slow you down when casting, but you are still moving
3. Some spells will require you to stay in one spot while casting.
It's the how many, what are the percentages of each, and which ones, etc. that probably won't be answerable until beta because that's when we'll have people in testing.
It's I guess a mixture of EQ & VG, although that may be an over-simplification.
https://www.pantheonmmo.com/content/forums/topic/1938/kiting-and-moving-while-casting
Thank you, the search function is a wonderful thing, I wish more people used it ;)
Yeah, I think having the right mix & formula will be fun compiling in alpha ~ beta. Spell casting can go so many ways with spell types having their own restrictions.. then add-in that perhaps some spells may use reagents, or incantation.. and you can see how intricate spell casting can get... (ie: it does depend on what spells, each Wizard may have up on his casting bar, etc)
I like the idea if mix types of spell casting, it adds depth and open up combat and game play scenarios. Having each spell type, have certain restrictions, (or mix of them), depending on situation or environment, etc is going to open up gameplay.
*waves at Pyye