Sydebeheln
04-14-2011, 03:24 PM
I don't know if this is a dead topic, but I'm going to present my idea anyway. A bit long, but read it all the way, its fun :)
Every time I use Jump, I feel as if an additional effect is missing. I understand Jump is really just another DPS output ability, but I truly think it needs just a little bit more than damage.
Currently Dragoon's 2hour houses additional effects at the cost of waiting, and as I can definitely say these are extremely worth while, I wish we could maybe see alternate, less extravagant effects all the time. let's make some example.
JUMP:
I don't stand alone when I say, than when I use Jump, it feels as if a stun based effect should occur. It would only make since realistically considering a fast, random, out of nowhere hurl into the sky, following a piercing skew to the face from above unexpectedly would scare/stun the crap out me. ha :D This could really benefit the lack of stun based abilities in the game, and give Dragoon's incentive on strategic timing, of both when, and why to use jump.
HIGH JUMP:
High jump is a move that actually isn't too bad in terms of effects. It allows players to shed up 50% of his/her hate upon a successful jump. Aside from this, I also feel a raise in damage output from this specific jump should be roughly 5-10% higher than that of a standard jump. On top of that, by positioning yourself in front of a player and landing a successful high-jump, you and the player you were standing in-front are effected by the 'up to 50% hate shed' effect.
SUPER JUMP:
Now we all know that super jump is basically a dragoon's way avoiding death, but besides that, the effect of super jump is really too interesting in my opinion to be left unusable on other members of a party. Spirit surge provides the user with the ability to shed up to 50% of a members hate, who is nearest behind him. I think, if we remove the 2hour limit to this move, we can turn our fellow dragoon into a DD/assist job, giving dragoon a completely new role in the vast complex of the game. A "shedder" if you will. Applying new effects in the 2hour, such as an AOE version, we can supplement the transfer of this effect.
SOUL JUMP/SPIRIT JUMP:
I have no problem with either one of these jumps, they are the dragoons way of TP generation. Seeing as they both have nearly the same effect, I was thinking an overhaul of soul jump would be interesting, and give a new jump without the cost of creating a new ability all together. Seeing as how our Wyvern has the opportunity to discern the elemental weakness of a target, Soul jump could be a jump used in accordance to the discovery an elemental weakness. Example is,
Weapon skill> Wyvern uses ice breath> Dragoon uses soul Jump> Jump is enchanted with Ice damage.
Sounds fun right? :D
Now these are all just for fun, and something I would LOVE to see implemented, but than rather having exactly what I say, the developers should consider additional effects to our beloved "signature" skills. Breathing new life into a move so awesome with animation, but so stale with effect.
How about we have some fun? I want to hear what your version of some additional/alternate effects for our dragoon's jumps are! Tell me tell me tell me!
Thanks for reading everyone =]
Every time I use Jump, I feel as if an additional effect is missing. I understand Jump is really just another DPS output ability, but I truly think it needs just a little bit more than damage.
Currently Dragoon's 2hour houses additional effects at the cost of waiting, and as I can definitely say these are extremely worth while, I wish we could maybe see alternate, less extravagant effects all the time. let's make some example.
JUMP:
I don't stand alone when I say, than when I use Jump, it feels as if a stun based effect should occur. It would only make since realistically considering a fast, random, out of nowhere hurl into the sky, following a piercing skew to the face from above unexpectedly would scare/stun the crap out me. ha :D This could really benefit the lack of stun based abilities in the game, and give Dragoon's incentive on strategic timing, of both when, and why to use jump.
HIGH JUMP:
High jump is a move that actually isn't too bad in terms of effects. It allows players to shed up 50% of his/her hate upon a successful jump. Aside from this, I also feel a raise in damage output from this specific jump should be roughly 5-10% higher than that of a standard jump. On top of that, by positioning yourself in front of a player and landing a successful high-jump, you and the player you were standing in-front are effected by the 'up to 50% hate shed' effect.
SUPER JUMP:
Now we all know that super jump is basically a dragoon's way avoiding death, but besides that, the effect of super jump is really too interesting in my opinion to be left unusable on other members of a party. Spirit surge provides the user with the ability to shed up to 50% of a members hate, who is nearest behind him. I think, if we remove the 2hour limit to this move, we can turn our fellow dragoon into a DD/assist job, giving dragoon a completely new role in the vast complex of the game. A "shedder" if you will. Applying new effects in the 2hour, such as an AOE version, we can supplement the transfer of this effect.
SOUL JUMP/SPIRIT JUMP:
I have no problem with either one of these jumps, they are the dragoons way of TP generation. Seeing as they both have nearly the same effect, I was thinking an overhaul of soul jump would be interesting, and give a new jump without the cost of creating a new ability all together. Seeing as how our Wyvern has the opportunity to discern the elemental weakness of a target, Soul jump could be a jump used in accordance to the discovery an elemental weakness. Example is,
Weapon skill> Wyvern uses ice breath> Dragoon uses soul Jump> Jump is enchanted with Ice damage.
Sounds fun right? :D
Now these are all just for fun, and something I would LOVE to see implemented, but than rather having exactly what I say, the developers should consider additional effects to our beloved "signature" skills. Breathing new life into a move so awesome with animation, but so stale with effect.
How about we have some fun? I want to hear what your version of some additional/alternate effects for our dragoon's jumps are! Tell me tell me tell me!
Thanks for reading everyone =]