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  1. #31
    Player

    Join Date
    Dec 2012
    Location
    Limsa Lominsa
    Posts
    1,066
    Quote Originally Posted by DanteDawnes View Post
    "tradition of Final Fantasy" "MMO balance" you cant have 1 without the other
    I strongly disagree with you.

    I updated the original post to show how and why.

    It simply takes more than 5 seconds worth of thought to come up with a way to accomplish it.

    The best suggestion is keeping the animation lock for jump, while being able to take damage, but when using jump, or any iteration (Spineshatter, dragonfire) the player actually can jump over puddles of poison on the ground between them and the enemy or other such things.

    This way it feels not only more fun, but also makes more sense.
    (0)

  2. #32
    Player
    Griffey's Avatar
    Join Date
    Aug 2015
    Posts
    165
    Character
    Alpha Bongo
    World
    Cerberus
    Main Class
    Red Mage Lv 70
    As people have mentioned before, there is skill in learning when to Jump so the animation lock doesn't screw you over. As a summoner I would love that one second delay for Bio to land to disappear, but there is skill in timing your bane/fester and that makes me feel like a better player once I have this timing right. The same should go for Dragoon. After all it is hilarious watching a dragoon plunge head first into an aoe.

    As for that 'living dead' effect, whilst a nice idea I could see that becoming exploitable in certain situations (just off the top of my head, tanking that tether in the second phase of Nidogg Ex), there's a reason only tanks get that ability and they are on fairly long cool downs.


    Quote Originally Posted by Daniolaut View Post
    The best suggestion is keeping the animation lock for jump, while being able to take damage, but when using jump, or any iteration (Spineshatter, dragonfire) the player actually can jump over puddles of poison on the ground between them and the enemy or other such things.

    This way it feels not only more fun, but also makes more sense.
    This happens anyway no?
    (0)
    Last edited by Griffey; 09-11-2016 at 09:26 AM.

  3. #33
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Jump should make you untargetable for 2-5 seconds and have you land on the bum after the timer expires. Not hard.

    The bosses are the real dragoons here.
    (0)

  4. #34
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Jump should make you untargetable for 2-5 seconds and have you land on the bum after the timer expires. Not hard.
    This was fine in FFXI where mechanics were random and not scripted, though some earlier fights, a DRG could Super Jump over an Astral Flow or a Mijin Gakure. The problem is in FFXIV, mechanics are DEEPLY rooted into the battle and being able to avoid lethal damage would make DRG very overpowered. For example, when ROG/NIN was released they had a level 2 ability called Perfect Dodge which as the name suggests allowed players to dodge the next physical attack. There are some mechanics in raids that are physical and are counters/punishments for not doing the mechanics correctly. A NIN could just be like "lel noep" and not be punished for the mistake by using Perfect Dodge. So....they removed Perfect Dodge and gave them Shade Shift instead.


    Quote Originally Posted by Daniolaut View Post
    The best suggestion is keeping the animation lock for jump, while being able to take damage, but when using jump, or any iteration (Spineshatter, dragonfire) the player actually can jump over puddles of poison on the ground between them and the enemy or other such things.

    This way it feels not only more fun, but also makes more sense.
    This happens anyway no?
    Nope. Any skill that makes you move, whether it's Aetherial Manipulation, Spineshatter Dive, or Shukuchi, you don't actually teleport despite what the animation looks like. Behind the scenes, you are running really fast (invisibly) to the point. So despite SSD showing you leaping over a puddle, if your invisible character model crosses over the puddle (straight line between point you jumped from to target), you eat the puddle effect. Now, if there's a ground AoE and you SSD over it and land before the AoE marker fades, you've 'crossed' it, but you didn't jump over it per se, more like you sprinted past it.
    (0)
    Last edited by Jonnycbad; 09-12-2016 at 01:16 AM.

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