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  1. #1
    Player Riki's Avatar
    Join Date
    Mar 2011
    Posts
    4
    Character
    Rikirocket
    World
    Odin
    Main Class
    PLD Lv 99

    Please lower Call wyverns timer Dev1225

    This is a simple request for the call wyvern timer to be reduced.

    Now before you all get on your back in the day high horse remeber that day has past. You no longer grinfd to level 10 and prey that you get a dunes party... there are many examples of this that i could give but this is not the point of my post. The point is that making the wyverns def more in line with the 119 gear cap and such makes sence even if its only a passive trait that is recived at level 99 drg

    However the timer for call wyvern is a bit of a joke by today's gaming standard. Think about it what can a drg do even better with a lower call wyvern timer, not much to be honest. So why ask for it to be lower? Simple without the wyvern a drg just dosent work as well as a stright DD or as a /mage

    All the new gear boosts jump, high jump and the EMN that the drg has gathered (or the folks behind them in Sp.Surge) but the fact is simple when have you as a drg or seen a drg use anything other than Spirit and soul jumps? you dont not really. The reason for this is TP, the wyvern gives more TP per jump, with the emp gear they get even more tp.

    So simple dd maths here...

    More tp = more damage = more hate = cant hit super jump fast enough = dead drg = dead wyvern

    not too bad you can just recall right, sure but thats just this time. If you happen to do that more than once and it can and does happen in the newer areas hell even walk of echos is a great spot to murder my blue flying buddy. It gets old and foces me to come off of DRG and play another job that isnt playing chicken with a 20 min timer.

    This might seam like an unfair way of looking at it but if a SAM had to wait 10 or 20 min for hasso the forums would crash lol, but that's just it, the wyvern is that important to playing a drg. Theres alot of drg out there that don't fully get how the pets HP and TP works and couldn't care less if there pet dies, and for them i say thats fine for them. However when your wyvern is busting out 1.3k healing breaths left right and center keeping your party alive and your putting still the damage too, 20 min wait is far too much.

    heres a pet timer in all other jobs that use pets

    Bst ~ 15 second to 5 min depending on charm or call beast
    pup 1 min to 20 min (and the 20 min catagory can be merited down)
    SMN a matter of seconds

    All i am asking for is a level playing field that when i get up and get killed or charmed or whatever that i don't need to wait 20 min to play again, or be forced to swap to a different job. What i would like to see is the timer droped to 5 min as that would let DRG rock out thier job. Hell even if they give us an overload sort of new JA that would be fine to. But please SE this issue needs addressed it has went on for far too long.

    If you seen a pup w/o a puppet it would make you think why? Why have they not just called the puppet in a weak state. Sure you got to cure them but you got your BLM/Tank/Whm/RNG/DD >the list goes on< back and your doing your job then they say something like nahh going to wait 20 min because its going to be weak is just stupid.

    But here SE thinks thats ok for DRG, i dont think its ok for drg at all. We should have something that lets us call our pets back at a rate thats on par with other jobs on the pet classes.

    Sorry for my lack of spelling and such and ty for taking the time to read my post.
    (3)
    Last edited by Riki; 07-31-2014 at 03:37 AM.

  2. #2
    Player Mitruya's Avatar
    Join Date
    Jan 2014
    Posts
    356
    PUP also gets Deus Ex Automata with a 1 min recast, so yeah, agreed, 20 min is too long.
    DRG only gets a tier 1 Attack Boost trait and nothing else really good; for 20 min your jumps are gimped and you can't use your SP abilities. It's been pointed out in several posts/threads how far DRG has fallen behind and didn't benefit from the WS update.
    (0)

  3. #3
    Community Rep Grekumah's Avatar
    Join Date
    Jul 2014
    Posts
    349
    Greetings,

    The development team has plans for adjustments when it comes to wyverns, but instead of directly modifying the recast time for Call Wyvern, they will be focusing more on adding means so that players can keep wyverns out for a longer time without them dying.

    To start off, in the August version update we will be boosting wyvern resilience considerably. Additionally, we feel that players lack the methods to tend to wyverns that have suffered a lot of damage, so we will be looking into adding new methods to heal wyvern HP as well as adjustments for Steady Wing. Please stay tuned for the specific details of what will be adjusted.
    (8)
    Colby "Grekumah" Casaccia - Community Team

  4. #4
    Player
    Join Date
    Dec 2013
    Posts
    1,098
    If Job Ability delay was reduced or removed using abilities like Steady Wing would be more appealing, as it is DRG is a job massively brought down by JA Delay just like DNC is, the fact it continues to make jobs much less effective than they should be is why it should be removed. Without removing it you're only subjecting more jobs to neglect by the player base as we ignore the jobs whose DMG is far below that of other jobs.
    (6)

  5. #5
    Player Mitruya's Avatar
    Join Date
    Jan 2014
    Posts
    356
    My personal problem is a reluctance to use Spirit Link in fast-paced endgame content. I have to hit two macros for Healing Breath, so I risk either becoming vulnerable to a K.O. or becoming an unnecessary MP sponge if I can't pull it off fast enough. In AAs especially I'm too busy jumping to shed hate and recasting shadows to watch the wyvern's HP and it's dead before I know it.
    So this sounds interesting (along with the macro changes coming).
    Not changing the recast still doesn't help the 20-minute gimpyness after Spirit Surge or if the master dies before the timer is up.
    (3)

  6. #6
    Player Mitruya's Avatar
    Join Date
    Jan 2014
    Posts
    356
    Quote Originally Posted by Demonjustin View Post
    If Job Ability delay was reduced or removed using abilities like Steady Wing would be more appealing, as it is DRG is a job massively brought down by JA Delay just like DNC is, the fact it continues to make jobs much less effective than they should be is why it should be removed. Without removing it you're only subjecting more jobs to neglect by the player base as we ignore the jobs whose DMG is far below that of other jobs.
    Oh gosh yes, I've had to explain to people why it takes me so long to engage, it's because of the extreme lagginess of doing Spirit Link (to share my buffs) + Steady Wing + Angon. Every time I Angon or jump or do something for the wyvern, the delay is horrible on top of the general lagginess of big battlefields for me on Xbox.
    (0)

  7. #7
    Player
    Join Date
    Dec 2013
    Posts
    1,098
    Exactly, and in reality the sad thing is DRG is sadly probably the least affected job for the most part when it comes to those who really need the change. DRG gets hit with delay when it Jumps, uses pet JAs, and uses Angon, but jobs like DNC whose entire support aspect is tied to abilities that delay you, or PUP where your Maneuvers are required for your pet to act effectively, and RUN as it gets more powerful experiences the same issue with it's runes. If a job is hitting JAs constantly you can easily add up those 2 seconds for every JA and in a fight end up with a full minute without swinging, in high haste situations(which is basically anything you're not soloing...) you're losing so much damage that it's insane. Even for DRG jumping alone is losing you one~two attack rounds I believe, jumps are still more effective than not jumping at all but it's what brings the job down, just like DNC who misses 6+ swings due to using a single step, and so on.

    Each of these 4 jobs are hardly used, RUN only manages to hold on to some semblance of use because it's a tank and we've never relied on tanks doing amazing damage, just taking it. JA Delay needs to go, sadly however we seem to have hardly anyone pushing for it anymore(at least in general discussion) even though it destroys entire jobs when it comes to viability.
    (3)

  8. #8
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Demonjustin View Post
    Exactly, and in reality the sad thing is DRG is sadly probably the least affected job for the most part when it comes to those who really need the change. DRG gets hit with delay when it Jumps, uses pet JAs, and uses Angon, but jobs like DNC whose entire support aspect is tied to abilities that delay you, or PUP where your Maneuvers are required for your pet to act effectively, and RUN as it gets more powerful experiences the same issue with it's runes. If a job is hitting JAs constantly you can easily add up those 2 seconds for every JA and in a fight end up with a full minute without swinging, in high haste situations(which is basically anything you're not soloing...) you're losing so much damage that it's insane. Even for DRG jumping alone is losing you one~two attack rounds I believe, jumps are still more effective than not jumping at all but it's what brings the job down, just like DNC who misses 6+ swings due to using a single step, and so on.

    Each of these 4 jobs are hardly used, RUN only manages to hold on to some semblance of use because it's a tank and we've never relied on tanks doing amazing damage, just taking it. JA Delay needs to go, sadly however we seem to have hardly anyone pushing for it anymore(at least in general discussion) even though it destroys entire jobs when it comes to viability.
    I completely agree with removing JA delays. The delays seriously gimp damage. I cringe every time I accidentally hit a ws macro that has boost before it by mistake during zergs.
    (0)

  9. #9
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    No matter how resilient the Wyvern is made, if the Dragoon dies, the Wyvern dies. That being said, if a Dragoon dies because of a slow healer or being hit with a very powerful TP move, the Wyvern is lost. The key difference is, other DDs are stronger, when they die and are raised, they are back to full strength after 5minutes of weakness. Dragoon even with the Wyvern is much weaker than a Samurai, yet when a Dragoon dies, even after 5minutes of weakness, the DRG is still handicapped because they have to wait up to 20minutes to use Call Wyvern again.

    The risk:reward ratio of having a Wyvern is pointless. We have to spend a lot of delay using abilities like Spirit Link and Steady Wing to keep our Wyvern alive(slows down DPS) and even so, DRG DPS is far behind MNK and SAM. There's no point in keep the Wyvern alive and spending resources to do so when the Wyvern contributes to 1.2% of the alliance's total damage and the Dragoon itself is out damaged by the Samurai's skillchain damage alone.
    (2)
    Last edited by Ophannus; 08-02-2014 at 05:29 PM.

  10. #10
    Player Raydeus's Avatar
    Join Date
    Jun 2013
    Location
    MogVault 101
    Posts
    603
    Just look at DRGs inside Dynamis, their wyvern is still their 2 hour. Which truth be told is kinda very OP if you ask me, considering that 2hr disables me IRL because I'm so busy rolling on the floor laughing at them I tend to actually forget to play the game.

    Which can be very deadly indeed if there are enough links hitting me at the time. ( ̄ー ̄; )
    (0)
    'Don't ever, ever try to lie to the internet. Because they will catch you. They will de-construct your spin. They will remember everything you ever say for eternity.'
    - Lord Gaben

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