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  1. #1
    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. #2
    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. #3
    Player
    Claymore022's Avatar
    Join Date
    Sep 2015
    Posts
    115
    Character
    Claymore Morqlae
    World
    Ultros
    Main Class
    Monk Lv 80
    Giving a 4 sec invincibility to DRG would be a pretty big boost to dps in a lot of cases. As well as making it an extremely good oh **** button if the DRG screws up a mechanic. In other words that's just too big of a buff to implement those changes. Also shoulder tackle doesn't have an animation lock unless you're right next to the target
    (1)

  4. #4
    Player
    Gallus's Avatar
    Join Date
    Sep 2013
    Posts
    1,261
    Character
    Vermilion Rose
    World
    Phantom
    Main Class
    Summoner Lv 100
    DRG jumps are just silly imo. There's no reason they should lock you on place for a good second, it just makes you more vulnerable to potential boss attacks, positionals are too more annoying to land etc. Like, does MNK get locked on place when they do Elixir Field, Steel Peak, Howling Fist? No right? Why the hell DRG jumps do then? They are all OGCDS. It's rather inconsistent.
    (0)

  5. #5
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Gallus View Post
    DRG jumps are just silly imo. There's no reason they should lock you on place for a good second, it just makes you more vulnerable to potential boss attacks, positionals are too more annoying to land etc. Like, does MNK get locked on place when they do Elixir Field, Steel Peak, Howling Fist? No right? Why the hell DRG jumps do then? They are all OGCDS. It's rather inconsistent.
    It seems to be somewhat the theme of the job though, they still have "normal" ogcds without animation lock like geirskogul and leg sweep. Never tried other jobs with gap closers so idk if they have similar animation locks (if any) or not.
    (0)

  6. #6
    Player
    Valenth's Avatar
    Join Date
    May 2015
    Location
    Ul'dah
    Posts
    296
    Character
    Valenth Guiran
    World
    Lich
    Main Class
    Samurai Lv 80
    Truth be told I think it's fine as it is. I've actually used the return property of the Jump as a way of quickly getting a nice hit in while a big AoE is being telegraphed. It would just be too OP if there is any kind of invincibility frames on it and I'm sure people would use it to cheese mechanics they're not supposed to cheese, especially in the raiding scene. ^^;
    (0)
    "The world is such a funnier place upside down! ^_^"

    Proud leader of the Word of Love Free Company: http://www.wordoflove.enjin.com/

  7. #7
    Player
    WeekendSoja's Avatar
    Join Date
    Jun 2014
    Posts
    236
    Character
    Luku Asura
    World
    Hyperion
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Gallus View Post
    DRG jumps are just silly imo. There's no reason they should lock you on place for a good second, it just makes you more vulnerable to potential boss attacks, positionals are too more annoying to land etc. Like, does MNK get locked on place when they do Elixir Field, Steel Peak, Howling Fist? No right? Why the hell DRG jumps do then? They are all OGCDS. It's rather inconsistent.
    The only jump that locks you is the ability Jump, shatter and dragon dive do not lock you and are gap closers if CD allows for that opportunity.

    MNKs gap closer should tackle locks the character in place and NINs assassinate locks them in place.

    Seems fairly consistent to me that all front line DPS have one ability that comes at a risk to use.
    (0)

  8. #8
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,249
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Why does Jump still lock you in animation but SSD and DFD do not? It's only a 200 Potency attack. Is it because it returns you to your original position? If so, please just make it like SSD then, or makr Jump a higher potency to justify the risk that no other oGCD ability has associated with it. Elixir Field is higher potency for example, but doesn't lock the Monk in place for 1.5 seconds.
    (0)

  9. #9
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Jonnycbad View Post
    Why does Jump still lock you in animation but SSD and DFD do not? It's only a 200 Potency attack. Is it because it returns you to your original position? If so, please just make it like SSD then, or makr Jump a higher potency to justify the risk that no other oGCD ability has associated with it. Elixir Field is higher potency for example, but doesn't lock the Monk in place for 1.5 seconds.
    Well, a fully buffed jump (one in every two jumps if you do your rotation properly) is your strongest non dot skill (200 potency + 50% power surge + 30% botd = 390 potency), so I think it's fair enough that it comes with some risk.
    (0)

  10. #10
    Player
    CookieMonsta's Avatar
    Join Date
    Jul 2015
    Posts
    478
    Character
    Shirayuki Kova
    World
    Tonberry
    Main Class
    Dragoon Lv 66
    Quote Originally Posted by aleph_null View Post
    Well, a fully buffed jump (one in every two jumps if you do your rotation properly) is your strongest non dot skill (200 potency + 50% power surge + 30% botd = 390 potency), so I think it's fair enough that it comes with some risk.
    its actually even more than that when you factor in Heavy Thrust and Disembowel due to multiplicative scaling. 1.15 x 1.1 x 1.5 x 1.3 x 200 =493.35 potency once every minute.
    (0)

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