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  1. #1
    Player
    SunnyHirose's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    597
    Character
    Sunny Hirose
    World
    Hyperion
    Main Class
    Lancer Lv 70
    I feel like they merely made the animation locks shorter again, and were more talking about overcoming some technical barriers or something.

    Like, I can feel the difference as a long-time DRG main. And don't get me wrong, I could tell that the 2.4 changes made jumps during T11 Nerve Gas non-lethal. The dives now feel more like Shoulder Tackle. But as long as it does lock you and doesn't hop over AoEs, it'll always be risky, and therefore make no serious difference to how DRG is played.
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  2. #2
    Player
    seekified's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    896
    Character
    Karis Angara
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by SunnyHirose View Post
    I feel like they merely made the animation locks shorter again, and were more talking about overcoming some technical barriers or something.

    Like, I can feel the difference as a long-time DRG main. And don't get me wrong, I could tell that the 2.4 changes made jumps during T11 Nerve Gas non-lethal. The dives now feel more like Shoulder Tackle. But as long as it does lock you and doesn't hop over AoEs, it'll always be risky, and therefore make no serious difference to how DRG is played.
    Yeah, you're right. Guess I played far too much WAR towards the end of 2.5, but the change this time around is definitely smaller than the 2.4 stuff.

    Am I right in thinking that Elusive Jump instantly tells the game that you're in the destination position when it's triggered? I've always felt that Spineshatter/DFD move you through the field whereas EJ is more of a teleport with a nice animation, but maybe it's just fast.
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