* Moving will be made to interrupt spellcasting at a point in time between patch 1.20 and 1.21.
There is quite the discussion on the official forums about this, some love it, many hate it. There are many theories about why they are doing this and what impact this change will have on the game.
My number one issue is this: please don't make the slightest wiggle cancel my spell, if the server has not figured out you are standing still your spell won't cast even though you might be standing dead still on your screen.
Why is my first question. They aren't doing this just to make it easier to cancel spells, I believe they already said they are going to give us a "end action" key.
If this is being done to balance the classes, it would make more sense to make cast times longer and/or reduce spell effectiveness while moving. I don't even mind a half a second of animation lock at the very end of the spell as it goes off, so we still have to be careful.
If it is class balancing for PVP, I don't have much to say, I don't like PVP anyway, and get angry when my class gets dorked up to balance it for PVP in other games. That's a different topic entirely.
Lots of people argue that you shouldn't be moving anyway and use the Ifrit fight as an example or grinding raptors. Yes, positioning should matter, and if you can't figure out where you should be standing for Ifrit after being told to stand on the rock, you are a noob. While grinding raptors, with some communication it should be pretty easy to have 8 people stand where they are supposed to be. But you are just grinding raptors and you don't usually have to do anything exciting or pay attention after you get in the groove. But for more exciting stuff, it shouldn't always be that way.
See, I want more dynamic fights, where standing completely still 100% of the time isn't an option.
How do you feel about moving interrupting spellcasting? Love it? Hate it? Don't care? Leave us a comment and tell us how you feel.