While I do agree that a lot of the pvp stuff can be a great model for job identity in pve, I don't understand the obsession some posters have fancied themselves with about the pvp slow walk casts on rpve phys. It sounds like a great idea until you dig a little further and actually try and see how it would behave.
1) This works in pvp for the very reason that it has an actual reason to be there: to make sure those roles are less mobile and get caught up by melees easily (caveat, it's only on the filler combo, which is the least important part of the role and can be ignored if required anyway, so even in pvp I'm not convinced about them, they just make you want to cast even less, exactly like casters btw). In pve, saying we need to bring this to the system without any actual reason beyond "give it constraints not like casters but like casters so we can remove the mobility tax", will not fix anything.
2) Whether you can move very slow or not at all will not help you dodge mechanics or move to a position you need to be at more than normal casts. Try doing this when you're afflicted by Heavy and see if you still find it funny. It's no different than a normal cast with the only difference being that they're actually harder to cancel because moving doesn't insta stop the cast, nor can you slidecast with them. Guess what? Slow casts from pvp would probably suck in pve.
3) With the current pve sets, only DNC would be able to perhaps accommodate slow walking casts (where it doesn't even have them in pvp, the irony). BRD and MCH are absolutely unable to even consider it, because BRD is literally riddled by timing issues that are completely incompatible with them (song timings, song transitions, army's muse...), while MCH is filled to the brim with double weaves everywhere: where do you find the room to even insert walking casts?? And even then, all 3 rphys jobs are full double weaves during their whole burst windows.
Ultimately I'm not saying it's a bad idea, but it wouldn't work in the current model at all, and whatever model they would work in, it would require a complete rework of absolutely everything.
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1) This works in pvp for the very reason that it has an actual reason to be there: to make sure those roles are less mobile and get caught up by melees easily (caveat, it's only on the filler combo, which is the least important part of the role and can be ignored if required anyway, so even in pvp I'm not convinced about them, they just make you want to cast even less, exactly like casters btw). In pve, saying we need to bring this to the system without any actual reason beyond "give it constraints not like casters but like casters so we can remove the mobility tax", will not fix anything.
2) Whether you can move very slow or not at all will not help you dodge mechanics or move to a position you need to be at more than normal casts. Try doing this when you're afflicted by Heavy and see if you still find it funny. It's no different than a normal cast with the only difference being that they're actually harder to cancel because moving doesn't insta stop the cast, nor can you slidecast with them. Guess what? Slow casts from pvp would probably suck in pve.
3) With the current pve sets, only DNC would be able to perhaps accommodate slow walking casts (where it doesn't even have them in pvp, the irony). BRD and MCH are absolutely unable to even consider it, because BRD is literally riddled by timing issues that are completely incompatible with them (song timings, song transitions, army's muse...), while MCH is filled to the brim with double weaves everywhere: where do you find the room to even insert walking casts?? And even then, all 3 rphys jobs are full double weaves during their whole burst windows.
Ultimately I'm not saying it's a bad idea, but it wouldn't work in the current model at all, and whatever model they would work in, it would require a complete rework of absolutely everything.
Continue reading...