It has been years since I did ballista but iirc, /sprint does not have C. Jig's 5-second "cast time", which is essentially the main balancing aspect of the ability; giving everybody /sprint would give actual competitive advantages in running down claims (and thus trivialize Flee) in a way C. Jig would not.
Loathe as I am to entertain the opinions of somebody who can't recognize "scared to death of Dusk Gloves" as a joke, if OOC +movement speed doesn't matter anyway, what's the problem with this suggestion?
(ps I definitely supported myself for about a year by selling Gukumatz and Heqet KIs back to people who didn't think out of combat movement speed was relevant, sooooo)
Last edited by scaevola; 04-10-2012 at 10:18 PM.
tandava crackows + chocobo jig + animated flourish = prouesse ring
Job abilities don't have a cast time. Learn to macro in a piece of visual gear to negate ability animations.
Technically, nothing (except you know, everything I mentioned before pointing out /sprint would be a better option). However, I'd rather SE waste the 10 seconds it would take to drop Chocobo Jig down 6 levels on something less worthless, like increasing the range on Libra. Maybe if they hire a second developer they can do both, but until then I'd rather have the one that actually has a noticeable impact on gameplay.Loathe as I am to entertain the opinions of somebody who can't recognize "scared to death of Dusk Gloves" as a joke, if OOC +movement speed doesn't matter anyway, what's the problem with this suggestion?
Dann, Puella Magi Madoka Magica.
Last edited by Sotek; 04-11-2012 at 12:21 AM.
Completely off topic...but since theres no private messages i have to ask here sorry =/ Does anyone know the name of the anime in Sotek's sig? >.> It's been bugging me for a while lol
Edit: Thanks Sotek!
Last edited by Dann; 04-11-2012 at 12:26 AM.
Learn the difference between JA delay and animation lock.
http://forum.square-enix.com/ffxi/th...-Ability-Delay
Jigs don't work the same way as other JAs; if they did, you'd be even dumber for coming into this thread and saying Chocobo Jig is a worthless ability when people still gladly pay 8 figures for herald's gaiters. Pretty sure the only ways to consistently use C. Jig and keep moving are dat-swapping and a 3rd-party tool, which may be viable, but at that point why not just give up pretense and install clipper?
They could do both. Stop being stupid and make your own thread.However, I'd rather SE waste the 10 seconds it would take to drop Chocobo Jig down 6 levels on something less worthless, like increasing the range on Libra.
Last edited by scaevola; 04-11-2012 at 01:35 AM.
tandava crackows + chocobo jig + animated flourish = prouesse ring
No, they really can't. They've gone and changed the range on abilities several times already (THF abilities, Holy, Jumps) and every time overlooked Libra (and plenty of other small issues, I just use Libra because it's what I know) despite the fact that I've got a cubic ton of posts telling them to. There is only so much the skeleton crew they have can do, since they're already wasting time on pointlessly changing the UI, I'd rather they not waste time on anything else worthless.They could do both. Stop being stupid and make your own thread.
As for the difference between ability delay and animation lock, fair point, I had no idea about that. /sprint is still a far better alternative though.
Ability delay as a balancing point is ridiculous, as is bringing up Flee. I mean seriously, it would trivialize Flee (which doubles your movement speed) for everyone to move an extra 12~25% (since I have no idea which /sprint actually is)? If balancing Jigs with 1 or 2 seconds of inactivity (hardly the ridiculous 5 seconds you initially stated) is that important, just have /sprint remain slower than +25%. Alternatively you could just go get a BRD mule.
I also find it hard to believe you made money camping Abyssea NMs with Chocobo Jig if it truly does lock you for a couple of seconds, but maybe people on Bahamut are just that bad. I literally either didn't need to move, or only had to take a couple of steps in one direction to be able to claim Heqet back when we did. If it spawned far away enough that it would have taken me 2 seconds to cast on it, someone else in my party was probably close enough, though I don't think that would make much of a difference, since you'd still not have moved I could probably still have claimed it.
Last edited by Sotek; 04-11-2012 at 02:15 AM.
Oh my goodness I can't even read this insanity anymore. This should have been my last reply because at this point, we're really just feeding a troll.
No. Just no. Abyssea warps, VW warps, outpost warps, items that teleport you directly to certain places (jeuno, nashmau, etc). Running around is now less than a fraction of the game. Before people had to use chocobos and teleports to get around. Nowadays, I can't remember having to run anywhere other than to the warp guy and maybe a minute in the zone.It is a much smaller fraction than it was a few years ago, granted. Now it's a "considerable amount"
Congrats. It wasn't because of movement speed. Provoke and other claiming abilities activate at the same speed whether you're wearing movement speed gear or not. If movement speed = better claiming, I think I would be okay with that. But it really depends on: Who has the faster internet (i.e. no server delay), who can spam a macro/JA faster, and whether you're competing against someone with third party tools. I guarantee tons of other people "supported" themselves by selling Empy drops (I ran an effing Empy LS for 8 months) and it sure as hell wasn't because we had a DNC run around the zone with movement speed on. It was because we had people stand still and look out for mob pops.(ps I definitely supported myself for about a year by selling Gukumatz and Heqet KIs back to people who didn't think out of combat movement speed was relevant, sooooo)
Edit:Lol thank you, Sotek. I was typing my long post when you posted this, and it just further proves the point. We were thinking the same thing.I also find it hard to believe you made money camping Abyssea NMs with Chocobo Jig if it truly does lock you for a couple of seconds, but maybe people on Bahamut are just that bad. I literally either didn't need to move, or only had to take a couple of steps in one direction to be able to claim Heqet back when we did. If it spawned far away enough that it would have taken me 2 seconds to cast on it, someone else in my party was probably close enough.
People do play DNC. There's tons of them. And I bet if I asked every single main DNC, about 90% would say it had absolutely nothing to do with chocobo jig. Just playing a job based on one job ability that is irrelevant to actual combat is beyond idiotic. If you're willing to toss aside your main job just because chocobo jig would be useable on other jobs, then you're probably playing it for the wrong reasons. Hell, there are RDMs who still love RDM even though practically all of their job defining abilities were given to other jobs, and you're sitting here saying that DNC would be less playable if everyone got chocobo jig.If chocobo jig was moved to 49 it would be one less reason to play dancer. Although I would love to have it it would make the job less desirable hardly anyone plays dancer now.
I don't know why in the world you or whoever you're camping NMs with is running down claims, but it makes a helluv a lot more sense to stand still in the spawn area and look around. Hell, even if it does spawn on the opposite end of the pop area, the time it would take to put on Chocobo jig with any competition around you means that you just lost the claim.C. Jig's 5-second "cast time", which is essentially the main balancing aspect of the ability; giving everybody /sprint would give actual competitive advantages in running down claims
I think myself and everyone else who has opened this thread would agree that you're the one who should take your own advice. Just... don't make your own threads.Stop being stupid and make your own thread
First of all "Loathe as I am"? Really? Secondly, everything you say is ridiculous, so we honestly can't tell when you're joking. We think you're serious and crazy all the time.Loathe as I am to entertain the opinions of somebody who can't recognize "scared to death of Dusk Gloves" as a joke, if OOC +movement speed doesn't matter anyway, what's the problem with this suggestion?
And, there is no real suggestion in this thread. I would have had absolutely no problem with this thread had you opened it and actually stated reasons to reduce chocobo jig to lv 49. Hell, I think it's a good idea. But, because of your ludicrousness, no one here can take you seriously. I might go make my own "Move Chocobo Jig to 49" threas, but open it with real facts and reasons to do so, rather than my own opinion. (Especially if it's wrong).
If you've ever read a thread with people who post that "gear swapping is bad", it turns into the same thing. Everyone ignores the OP's proposal- in this case, lowering chocobo jig- and simply laughs at the ridiculousness of some players. It is happening here. So I ask you... for the love of Altana:
please
please
please
Do not reply any more. You are making yourself look bad and insulting the intelligence of everyone else here.
Last edited by Savlyn; 04-11-2012 at 04:15 PM.
Keep working on that strawman and it might be ready in time for Halloween!
The JA Delay on Chocobo Jig is five seconds. Like I said (and as Byrth points out in the thread I linked), Jigs are handled differently from most other JAs (which have 1-second JA delays) because C Jig in particular would be stupidly overpowered for claiming if it were not.As for the difference between ability delay and animation lock, fair point, I had no idea about that. /sprint is still a far better alternative though.
Ability delay as a balancing point is ridiculous, as is bringing up Flee. I mean seriously, it would trivialize Flee (which doubles your movement speed) for everyone to move an extra 12~25% (since I have no idea which /sprint actually is)? If balancing Jigs with 1 or 2 seconds of inactivity (hardly the ridiculous 5 seconds you initially stated) is that important, just have /sprint remain slower than +25%. Alternatively you could just go get a BRD mule.
This is how it would trivialize Flee, of course. Flee has two uses: to get away from stuff (which you can't do with Chocobo Jig due to the "cast time") and to get over to claim a pop (which you CAN do with Jig, but only if you're prepared and already have it active when your target pops). Flee's entire purpose is its instant speed boost; CJig's intended to be a QoL ability, and works admirably as this.
Of course, this is probably falling on deaf ears, since you managed to get SCH to 99 apparently without wondering why you couldn't macro two or three strategems together with no <wait> in between.
I have Chocobo Jig active when Guku/Heqet/Bhumi/the next Dynamis trash mob pops and claim it with animated flourish while everyone else is still running over. In general the claims I miss are the ones where I'm straight-up not paying attention or the ones where I'm unlucky and they pop right on top of somebody else when I'm too far away. If you'd ever solo-camped a pop NM in your life you'd know what I was talking about.I also find it hard to believe you made money camping Abyssea NMs with Chocobo Jig if it truly does lock you for a couple of seconds, but maybe people on Bahamut are just that bad. I literally either didn't need to move, or only had to take a couple of steps in one direction to be able to claim Heqet back when we did. If it spawned far away enough that it would have taken me 2 seconds to cast on it, someone else in my party was probably close enough, though I don't think that would make much of a difference, since you'd still not have moved I could probably still have claimed it.
The original point of my sig was to troll all the people complaining about how overcamped Zeruhn was when the ring first came out.
Last edited by scaevola; 04-11-2012 at 04:08 AM.
tandava crackows + chocobo jig + animated flourish = prouesse ring
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