Sorry to jump into the discussion, but I bring some information regarding the feedback we have been receiving!
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“Adding the effect of reducing magic resistance to certain wyvern breath attacks” is the same effect as elemental ninjutsu spells, isn’t it? Additionally, you are able to select your ninjutsu, so shouldn’t you add some kind of selection process to this, too?
The effect will be different than elemental ninjutsu spells.
During the most recent version update, the following feature was introduced: “During the window of time in which players may perform magic bursts after a skillchain, the target's resistance to the skillchain's corresponding element(s) will now decrease.” Along those same lines, we are considering making the same adjustment to a wyvern’s breath attack. This effect would be added to the breath itself, so you won’t need to worry about intricate timing to reap the benefits.
In regards to whether we can make it possible to select the type of elemental breath to use, since it’s already possible to do this with support jobs and the drachen armet, we are planning to keep it as is for now.
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For the ability that makes wyverns more difficult to KO, would the recast time be really long? Is this going to be a base reduction in damage they sustain, adding a really potent regen, or something completely different?
The recast time really depends on the effect we introduce, but we are not at the stage where we can divulge any details. However, we are aware that wyverns are quite easily KOed and feel this is a very important point.
As for the specific stats, we are thinking more along the lines of a stoneskin-like effect.
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Wouldn’t “adding an effect to Jump, High Jump, and Super Jump that reduces enmity of the player behind the dragoon” off-set its usability?
1) Since Spirit Jump/Soul Jump is so powerful, if a wyvern is present, Jump/High Jump is not used.
2) Since the current ability range is short, in order to shed enmity on a back-row job, wouldn’t they have to run into the enemy’s attack range? It seems like it would be necessary to increase the jump range as well as give separate recast timers for each one.
We are also aware of these things and will be looking into it.
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Make the haste effect from Spirit Surge just like the haste of Hasso and Last Resort (desperate blows), not magic-related haste. Also, make it so our wyverns don’t disappear upon its use.
Since it’s a two-hour ability, we will be looking into the haste-related aspect of the ability. However, in regards to wyverns disappearing, since players’ stats are boosted significantly more than when the wyvern is present we plan on keeping it the way it is for now.
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Make Angon’s defense down effect higher in priority so it cannot be overwritten.
We will be looking into this along with the revamping of merit point job categories.
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Make it possible for wyverns to grow in size and let us ride on them.
While we really want to make is possible to ride wyverns and have them grow in size, unfortunately system wise this is difficult. (It MIGHT be possible to make them bigger though...)