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  1. #1
    Player
    TetsuyaHikari's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    248
    Character
    Celes Reinhardt
    World
    Excalibur
    Main Class
    Paladin Lv 70
    As a Dragoon as well, I certainly wouldn't see an issue with giving us a second or so of invulnerability while in the air during a jump. Would that really be so much to ask for? It sucks jumping, then suddenly getting caught by an attack during the recovery frames.

    At least this way, you could use jump as a defensive tool as well. If you see the enemy about to use an AOE, you could use jump to avoid it, get damage, and take some pressure off the healer(s). All I can see here is a win-win situation for this fix.
    (0)

  2. #2
    Player
    Mitski's Avatar
    Join Date
    Sep 2013
    Posts
    200
    Character
    Mitski Zahard
    World
    Gilgamesh
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by TetsuyaHikari View Post
    At least this way, you could use jump as a defensive tool as well. If you see the enemy about to use an AOE, you could use jump to avoid it, get damage, and take some pressure off the healer(s). All I can see here is a win-win situation for this fix.
    This is the exact reason why invuln frames would be too strong... you want the best offensive abilities to also be the best defensive abilities. That's not balance, that's broken.
    (0)

  3. #3
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Mitski View Post
    This is the exact reason why invuln frames would be too strong... you want the best offensive abilities to also be the best defensive abilities. That's not balance, that's broken.
    Except they're on cooldowns, and they still displace your position at risk.


    That said, I personally don't really care too much about invuln frames, so long as the animation control is smoothed out: e.g. the player can control themselves sooner after you land. As it current works, there's a tediously long animation lock where the player can't move. The overall speed of the animation in general is also slightly ~_~.

    I think the main issue re: invuln frames and Jump (not DFD or Spineshatter) is that the player seems to be vulnerable to AOEs at multiple distances during the Jump. The player is restricted to using Jump only when they are safe from long-range AOEs, short range AOEs, and everything in between for ~2 seconds. A few invuln frames would reduce that to something more consistent / sensible like being only vulnerable to AOEs where you start -or- when your Jump strikes, not both (and everything in between).
    (3)

  4. #4
    Player
    TetsuyaHikari's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    248
    Character
    Celes Reinhardt
    World
    Excalibur
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Mitski View Post
    This is the exact reason why invuln frames would be too strong... you want the best offensive abilities to also be the best defensive abilities. That's not balance, that's broken.
    Invulnerability frames granted on CDs would be considered too strong? Okay, lol. Yeah, let me go ahead and brag about how awesome I would be with a 1-2 second invulnerability window on my 40, 90, and 180 second cooldown jump abilities.

    I'd be so broken, yo.
    (0)