I wanted to see super/ hi jump. Where they don't come down for like 5 seconds
I wanted to see super/ hi jump. Where they don't come down for like 5 seconds
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.
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.
Last edited by Sleigh; 05-24-2015 at 03:34 PM.
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.
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...
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?
Last edited by Jonnycbad; 05-25-2015 at 01:44 AM.
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.
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.
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).
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