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View Full Version : Please lower Call wyverns timer Dev1225



Riki
07-31-2014, 03:17 AM
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.

Mitruya
07-31-2014, 03:43 AM
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.

Grekumah
08-01-2014, 07:07 AM
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.

Demonjustin
08-01-2014, 07:19 AM
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.

Mitruya
08-01-2014, 07:27 AM
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.

Mitruya
08-01-2014, 07:30 AM
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.

Demonjustin
08-01-2014, 10:09 AM
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.

FrankReynolds
08-02-2014, 01:53 AM
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.

Ophannus
08-02-2014, 05:27 PM
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.

Raydeus
08-02-2014, 07:00 PM
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 ̄; )

Casey
08-03-2014, 02:39 AM
The fact that the devs think the wyvern isn't nigh invincible is a clear sign to me they either don't play the game or use flawed statistics automatically gathered about the game itself.

When I used to do multiple delve runs a week on my DRG, my wyvern never died to my memory except once when they were Doomed which was totally my fault that I didn't get out of range in time. In every other case, my wyvern had died because I had died. Between spirit link and Steady Wing at low % when swapping in tons of wyvern HP, my wyvern essentially never dies.

What I typically have historically used DRG for is low man events, around 3-6 where healing isn't mission critical to be at 100% at all times as the sole main healer. So I go DRG/Mage and provide decent DD with hate-free heals. However, sometimes I will die, reraise, call wyvern, then die again from an AoE, and as we all know, when that happens, I have to wait literally 20 minutes just to be useful again. {20 mins is typically the entire time the rest of the event lasts or it's an extremely long time go to without wyvern heals}

To sit there and be severely dampened on the DD front and effectively useless as a healer for 20 minutes based on "The wyvern needs to be more invincible than everything ever" and to think that's OK is completely asinine.


Let's not forget that occasionally when I die and reraise when solo I will let my wyvern tank because they're effectively invincible. The huge -damage taken%, spirit link, and steady wing giving tons of stoneskin and plenty of time to recast spirit link, I will unweaken long before the wyvern dies.


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.

I guess you guys forgot about Dawn Mulsum. Oops.