Given the amount of partner/pair mechanics we usually get in savage, I think it's always nice to be able to dash directly to your assigned partner last second.
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Given the amount of partner/pair mechanics we usually get in savage, I think it's always nice to be able to dash directly to your assigned partner last second.
If they dont want to free target thunderclap, at least gives us a skill to disengage, all melees must have those two essential skills for the role.
Personal opinion for me is that any dash skill that doesn't do damage should work like En Avant. And don't give me that "but then it's the same thing." Thunderclap, Icarus, Aetherial Manipulation, they are all the same skill just with different animations so why not use the superior skill En Avant. Superior imo only but still lol.
Or at least and option in config somewhere to change them. I get mouse players probably like them as they can easily select players but on controller trying to select someone during w/e your are doing, especially while moving, just to get somewhere you probably could have gotten faster by just running, is a little annoying. But I'm a DNC main and am biased for En Avant lol.
Dashs shouldn´t even have some sort of damage on them. It might work in other games, where dashes are GCDs and being there as gap-closer + ressource-gain, but in kind of FF? Dashes with potency will always be used in the burstphases in its priority. It´s a bad design choice.
MNK has a bunch of options to play around downtimes. No need to rely on the "jump to an ally" option anyway. The most times you´ll move that feet out and in again, other times you move out, press 1 time chakra and move in. For rare cases SSS is your choice.
For me it´s just a horrible addition anyway. It doesn´t really fit the class to act like a BLM and it´s not even great to play with that GCD-speed unless you use a macro. (Which i´ll never do on any skill.)
Agreed. Imo if you aren't targeting on something, it should dash in the direction you are facing. The distance should be the present one. If your are targeted to something (remove it from having to target an enemy or teammate to target anything), it will act as it presently does but double or at least increase its range by 50% when using it this way. This will make the move far more flexible, and considering that it does no damage it only makes sense to make it as flexible as possible.