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  1. #1
    Player
    JetBrooks's Avatar
    Join Date
    Dec 2013
    Posts
    292
    Character
    Jet Brooks
    World
    Malboro
    Main Class
    Lancer Lv 50
    Quote Originally Posted by YanderePrincess View Post
    Why the hell would you use it from 20 feet away? Power Surge + Jump is 300 potency off GCD, and perfectly easy to use at melee range.
    I'm not talking about potency, I'm talking about the mechanical aspect of the ability, it sucks.

    Of course you can use it at melee range, I just dislike how it keeps you planted for a long time. There's no benefit to the ability jumping you to the enemy, and then back. If ya really want that functionality for some reason, just put a shorter cooldown on Elusive Jump, and allow us to Elusive back away from the mob after a jump.
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  2. #2
    Player
    YanderePrincess's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    368
    Character
    Svana Fyth
    World
    Balmung
    Main Class
    Dancer Lv 90
    Quote Originally Posted by JetBrooks View Post
    I'm not talking about potency, I'm talking about the mechanical aspect of the ability, it sucks.

    Of course you can use it at melee range, I just dislike how it keeps you planted for a long time. There's no benefit to the ability jumping you to the enemy, and then back. If ya really want that functionality for some reason, just put a shorter cooldown on Elusive Jump, and allow us to Elusive back away from the mob after a jump.
    It doesn't keep you planted for a long time, and it hasn't done so since 2.1. Do you even bother trying to move/activate an ability or do you just assume you have to wait for the whole animation to finish? You're just making yourself sound ignorant.

    I did find the mechanic awkward when I first started playing (and to be fair, the mechanic -was- awkward back then because it needed tweaking, which it got), but I was also used to games with gap closers, and the only game with an ability that resembled Jump had it on a ranged champion and it acted as a short stun/interrupt upon hitting the target while placing you at your max basic attack range (regardless of whether you were closer or further away before activating the ability).

    However, it was easy to see why they designed it how they did, especially since they did also give us two other targeted gap closers (spineshatter and dragonfire) as well as a non-targeted ability that can also be used as a gap closer (elusive jump). Jump is designed to mimic the original Dragoon ability of Jump as it was in every FF prior to FFXI. Granted, this is largely a visual thing since it worked this way because of the mechanics in the old FF games, but it's something I rather like and after they fixed the "locked down" aspect of the jumps in 2.1, it's worked perfectly fine mechanically while still maintaining the old FF feel.
    (0)
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