Spellcasting and movement

So…I don’t understand why Bliz hates most primary casters and healers with all the forced movement mechanics that interrupt spell casting by forcing people to move around, but I think just a slight change would fix this.

Allow casters, all casters, to move at 20% speed while casting. Additionally, give all casters a mid CD of say, 3 minutes, for 15-20 seconds of full movement speed while casting.

If you are going to sneeze swirlies and snot all over the place in dungeons and raids anymore, at least let ALL casting classes have a way about it. at 20% move speed, depending on the placement of these effects, casters would still have to spell cancel at times to gtfo, but it would also make casters not feel so bad to play as you have longer times for abilities to go off ontop of longer times for them, after going off, to deal damage (spell travel time) need to face the target fully, can be spell locked, can be silenced, and a host of other effects that melee/hunters don’t really have to deal with

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Git gud… :wink:

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My only real gripe is them giving Shamans the abilities to cast lightning bolt while moving, then taking it away.

Between that and Gust of Wind, I bet Shamans are the class that is most likely to quit the game entirely.

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One thing I like about us Balance Druids is we have Stellar Drift though we have to cast star fall we can move around and cast while using it.

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A good thing about being a demonology warlock is my army keeps attacking while I’m running

Yup, and that would still be an option, as starfall doesn’t have a 3min CD so would still let balance druids have that utility. Shamans would still have their 1.5 min CD for 12ish seconds of move an cast too. My problem is that Priests/MW/Lock/Mage don’t have an option to cast and move at the same time, putting them at a distinct disadvantage compared to Shaman/Druid

It’s kind of a ‘game feel’ type thing of, it feels bad to constantly have to stop contributing because bliz keeps -sneezing- swirlies all over the ground in every fight. Wanted to use a more fitting term than sneezing for how much bliz does it, but big daddy bliz says it’s a naughty word

Git Gud

Or give melee the ability to attack at 30 yards as well

Cuz remember how crazy some MoP bosses were cuz they had to design around the fact casters were going around with full mobility?

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Considering i use slight strafe movement to stop a cast to juke, this would absolutely destroy my ability to avoid interrupts

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MoP was perfect.

After that they removed all caster mobility but kept all the melee mobility. :\

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This can be overcome by learning the fights

Can’t we just make a few fights where you get penalized IF you move (like Wreath of Fire wasn’t it?)

Just make the entire raid position before the boss pull and any movement is an insta-kill :smiley:

Maybe could bring back old style totems just so that for once, just once in my entire WoW shaman career, I could drop all 4 totems while my group is in range (include healing rain in there too )

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So, to all the trolls with the ‘Git Gud’ maybe bugger off with toxic retoric

To the folks saying ‘Learn the fight’ it’s not about a thing of not knowing fights, its a thing of ‘it feels crud to constantly have to stop contributing to the fight to move when melee/hunters can keep doing things to contribute regardless of swirlies’ not to mention they have alot more passive damage mitigation due to higher armor values, they all have gap closers so that ‘oh well you don’t have to get close first’ is moot anyway

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But the overall performance of the class takes this into account.

Destruction warlocks are turrets. We park, we spin, and lash out with hard cast, after hard cast. “Mobility” is not in our vocabulary. The forces of the twisting nether are not to be trifled with and take dedication and focus to manifest into our world and lay waste upon our enemies. But, in the end, after all of that, even with all the moving around, our DPS is “just fine”. Even when we’re running around, not casting, trying to not die, hoping to squeeze out an immolate if we can, in the end it works out. The DPS we lose running about is made up when we park and lay waste.

Consider the Chaos Bolt. Warlock Chaos Bolts hit like a truck for a reason. They’re expensive (3 shards), they take forever to cast, you can’t move, AND, if you’re locked out, Chaos locks out EVERYTHING.

When the stars align, the boss has stopped, you’re not standing in fire, there’s no trash, you have soul shards, your Infernal is out making more shards, and, now, you get the 4 piece tier bonus (i.e. “free” Chaos Bolts), then BOOM. Truck after truck after truck slamming in to the boss. It’s a beautiful thing.

At the end of the day, you’re doing damage. If you want casters to move, then things like, say, the Chaos Bolt, will do less damage in order to keep your “overall throughput” even with the rest.

Would it be nice to have a really mobile “caster” class? Nothing but instance cast DoTs and mini nukes? Sure. But that’s all it is. A playstyle. A feel.

In the end, it’s DPS and dead mobs, and that’s all that really matters.

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Agreed all around.

Spell casting while moving is so fun. I wish more classes had the ability to do so.

This is a major self gameplay issue. All top dps are usually ranged ever since tbc. You don’t need to cast for a few seconds when you’re doing 40k dps

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It is a git gud scenario, you have to deal with the mechanics that effect you, if casters just got to do full/near full dps while moving, that kinda gets rid of any mechanics for them

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I don’t think casters ought to be able to cast everything while moving. That being said, I DO think they ought to be able to cast their filler/builder spells while moving (such as frostbolt or shadowbolt.)

I feel it’s a good middle ground.

Granted, like others have said, casters can deal with movement already. Though I do think the “step 2 yards to the left” mechanics are just needless tedium.

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Lol I remember shaman in low level bgs running and casting, they were wild.

MoP was the perfect representation of what you SHOULD NOT do with core class design in a game revolving around PvE.

People “love” MoP because it violates all sensible constaints and allowed every character to cheat the core limitations of their character. People love cheating in the short-term, but in the long-term it just becomes the norm, but with all the added baggage that comes with it.

You get nonsense encounters like The Thunder King with ten billion mechanics going on at once because that’s what is required to make an encounter challenging when forcing movement isn’t a mechanic, forcing melee out of range isn’t a mechanic, when there are ten billion immunities and everyone has every utility. And that’s not sustainable.

Moving should hurt your DPS. That is what the core trade-off between melee and ranged is meant to be - melee need to be in melee but can move, ranged can attack at range but can’t move.

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How it feels to play > overall performance

Start of Shadowlands, surv hunter was in a bad way iirc, still fun as heck to play.