itsmymillertime Posted April 4, 2013 Share Posted April 4, 2013 Troopers Unload Consulars Telekinetic Throw Warriors Ravage These are some abilities that players can cast while not being in a certain position (see Snipers Snipe), but I was wondering with all the "hate" on cast specs in pvp, would allowing all cast abilites be used on the move create any inbalances with regards to balance. Some specs have 0 casts while others have mostly casts. Is this a good solution? Link to comment Share on other sites More sharing options...
Vandicus Posted April 4, 2013 Share Posted April 4, 2013 Well for one, we'd no longer be able to self interrupt casts by moving. I think that such casts supposedly have PvP balanced with them already in consideration. Link to comment Share on other sites More sharing options...
Hyfy Posted April 4, 2013 Share Posted April 4, 2013 I think one way they can do it to keep it somewhat balanced is increase the cast time if you are moving vs standing still. Add half a second to the cast time so you can do it but with a penalty. It does bring into question though how you could self interrupt a cast if you needed to though. Maybe by casting another spell like ability such as your buffs or a self cast ability.but that is something that would have to be looked at as well. Link to comment Share on other sites More sharing options...
Illyean Posted April 4, 2013 Share Posted April 4, 2013 certainly it 'feels' like my commando is rooted the spot with grav round cast and at the mercy of anyone who knows where the interrupt button is (fewer people than you would think). moving while casting would be one option, but it doesnt feel like the right one, I think some subtle changes to interrupts and interrupt immunity might play better without doing away with the existing mechanics. For example make an interrupt that hits you make you immune to interrupts for x seconds. I think there is also something to be explored in linking cast times to available resource, or resource regen rate (which is currently separate) such that at high regen rate you have lower cast times maybe? not sure, I think the impact on some classes is greater than on others and does need some thought and change Link to comment Share on other sites More sharing options...
Vandicus Posted April 4, 2013 Share Posted April 4, 2013 Well if you play a PvE specc'd commando in PvP, you should expect a few disadvantages. The commando PvP tree is designed specifically for greater mobility, Link to comment Share on other sites More sharing options...
Geryboy Posted April 4, 2013 Share Posted April 4, 2013 Of course it isn't. Link to comment Share on other sites More sharing options...
Uvirith Posted April 5, 2013 Share Posted April 5, 2013 In a relatively static game thats a bad idea.Inductions are not really much of a problem in ToR anyway. Link to comment Share on other sites More sharing options...
DarkPharohEclip Posted April 5, 2013 Share Posted April 5, 2013 You have casting classes for a reason. They have casters in all games, except for maybe SWG and a few others, but the main MMO's have caster's Link to comment Share on other sites More sharing options...
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