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  1. #5791
    Player
    melflomil's Avatar
    Join Date
    Mar 2014
    Posts
    637
    Character
    Hazel Mimelia
    World
    Gilgamesh
    Main Class
    Archer Lv 70
    I wanted to see super/ hi jump. Where they don't come down for like 5 seconds
    (0)

  2. #5792
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Quote Originally Posted by melflomil View Post
    I wanted to see super/ hi jump. Where they don't come down for like 5 seconds
    But you're still going to get hit by any aoe, so you'll just die.
    (0)

  3. #5793
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    They should give Jump a 1 second invulnerability effect then, just during the animation lock. Or at least buff the potency to 2.50 with a 'High Jump' trait at level 55 or something, to make the risk more worthwhile.

    High Jump could be a trait that gives 50 potency to all 3 of our Jumps.
    (0)

  4. #5794
    Player
    Sleigh's Avatar
    Join Date
    Sep 2013
    Posts
    1,563
    Character
    Philia Felice
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    You can't really give invincibility to DPS on anything, it'd screw with mechanics too bad. Let's say you got 1s of controllable invulnerability:

    T10 - could mess with tether split damage, Heat Lightning
    T11 - could mess with Nerve gas, laser blast, Nerve Cloud, in/out stacking mechanic
    T12 - could mess with Flames of Rebirth
    T13 - could mess with Megaflare, ES tether explosion

    Before you mention those mechanic types just blowing through the Jump invulnerability, then you'd have invulnerability that doesn't have any use anyway so it's pointless. Most things that can kill you while you're Jumping are things which would be cheap to be invulnerable to, IMO.
    (0)
    Last edited by Sleigh; 05-24-2015 at 03:34 PM.

  5. #5795
    Player
    Dunncan's Avatar
    Join Date
    Dec 2014
    Posts
    114
    Character
    Dunncan Pendragon
    World
    Behemoth
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Sleigh View Post
    You can't really give invincibility to DPS on anything(...)
    I agree that give an invencibility would be OP and I just cannot see it happening, but thinking a little about it, it could be something like Perfect Dodge from Ninjas, or even just a damage reduction by the time of Jump animation. Again, not seeing it happening, but I guess it IS possible to adjust the damage we take while on jump animation somehow, whithout it beeing OP.

    Could even be something comming from Power Surge, or modifying Keen Flury (that has it's uses, but nothing decisive) to provide some kind of damage reduction, but just while jumping, or some seconds after jump, dunno.

    I still think that the right way to deal with it is to remove/reduce the lock annimation from jump, since it's a skill incorporated in our DPS (it's not any kind of bonus, to pay the risk) and I don't think other melees have similar concerns with any skill.
    (0)

  6. #5796
    Player
    Jollyy5's Avatar
    Join Date
    Jan 2014
    Posts
    424
    Character
    Raul Prower
    World
    Exodus
    Main Class
    Dragoon Lv 71
    Quote Originally Posted by ShaolinMike View Post
    Yeah it looks like they're singling DRG out as the lone wolf, "smack everything in the face, party members be damned" DPS job.
    I wouldn't mind Dragoons being that, IF they had the highest DPS for not having any raid utility (unless you -really- want to include Disembowel), but so far some of the other "harder to play" jobs can manage higher DPS while having utility/support skills...
    (0)

  7. #5797
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Or let us control our direction mid flight during jump so we can still use it to strafe around an area attack.

    Also as a pc player that uses a controller, i literally have no room on my hotbar for new attacks

    Right trigger + Face Buttons
    HT
    ID
    Dis
    CT

    Right Trigger + D-pad
    IR
    Leg
    B4B
    SSD

    Left Trigger + Face Buttons
    Ph
    TT
    VT
    FT

    Left Trigger + D-Pad
    PS
    Jump
    Mercy
    LS

    Combined LT+RT+Face Buttons (utility abilities/aoe([except dfd which is in rotation])
    Invigorate
    Doom Spike
    Piercing Talon (use while running to/from mechanics)
    DFD

    Combined RT+LT+D-Pad (ohsh*t abilities)
    Defense Macro (combines Keen+Foresight)
    Second Wind
    Bloodbath
    Elusive Jump


    Literally no room to put anything new and removing anything makes it a hassle for when i need to use it (i removed ring of thorns due to no room so i just spam DS now for example)

    I figure 3.0 wi include at least 4 new abilities.
    1) Blood of the Dragon
    2) Finisher after FT
    3) Finisher after CT
    4) Ability that consumes Blood of the Dragon*

    *Their wording was ambiguous and there may be more than 1 ability that consumes the stance to give some kind of raid-wide buff or big damage. So would need 4-6 new slots.

    I suppose i can put the new abilities on a new palette and learn to swap palettes mid fight, but my cursory experience with trying to do this in the heat of a fight tells me it's confusing and difficult to coordinate. Also playing on a laptop screen, i dont want to clutter my display with a ton of HUD keys like some pc players do). Any other controller players worried?
    (0)
    Last edited by Jonnycbad; 05-25-2015 at 01:44 AM.

  8. #5798
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    They've already said they're introducing a new control scheme for players who play with a Pad due to skill bloat, so I wouldn't worry about it too much.
    (0)

  9. #5799
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    I also hope they speed up the animation of elusive jump because the faster we touch down, the faster it can be used to avoid huge aoe. I know elusive is unreliable for dodging an aoe, but if you're in a jump lock for the first 50% of an aoe charging up, you likely wont make it by normal running, but EJ sometimes does save you if you land before the charge finishes. The problem as most of us know, is your location isn't calculated by the server as "moved" until your character's feet touch the ground after the backflip. Speeding up the animation could make it more reliable in that regard as an "evasive teleport", because we all know the enmity reduction is almost only ever used when tanks die. And we all know shedding hate after tanks die will likely make the healers the top enmity holders, so EJing then will likely kill the healers, and then really the only place you'll be jumping onto is the Wipe Train.
    (0)

  10. #5800
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    New control scheme..i can't even imagine how they can do this unless they give the other trigger buttons their own palettes (i.e. R1 and L1 aka the auto run key and palette swap button).
    (0)

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