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  1. #11
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Jump is totally meant for hitting those mobs down the middle of the staircase in hawke manor normal being a fresh dragoon trying to look cool, when upon bouncing off the head of the enemy you roll back and fall down into the pit, to aggro all the skeletons downstairs and cause not only you, but the rest of the party to panic.

    but yeah its been fixed a couple times, all the jumps, theyre way better than LOLDRG 2.0 . If anything i wish elusive jump had its recast reduced some, half would be nice, but that might be asking for too much.
    (0)

  2. #12
    Player
    CookieMonsta's Avatar
    Join Date
    Jul 2015
    Posts
    478
    Character
    Shirayuki Kova
    World
    Tonberry
    Main Class
    Dragoon Lv 66
    Quote Originally Posted by Daniolaut View Post
    Jump has a significantly long animation lock.

    This is not a real problem when it comes to playing the game effectively.

    In some cases it even makes Dragoon more fun, cause it creates a depth of timing or difficulty thats specific only to dragoon.

    -----------------------------------------------------------------------------------------------

    The problem here, is this is not in the tradition of Final Fantasy.

    The simple fix for this, without creating any form of "overpowered" or "invincibility" is this:

    Jump:

    Delivers an attack with a potency of 200.
    Returns you to your original position after the attack is made.
    Cannot be executed while bound.

    Additional Effect:
    HP cannot be reduced below 1 HP for 4 seconds.


    (could even add a diminishing return so that the effect doesnt work at all until 3 or so jumps later. Or more. whatever.)





    This would not only keep the tradition of Final Fantasy, because traditionally Dragoons became invincible during jumps, but also, it would still hurt the dragoon significantly if timed incorrectly. This way you keep the difficulty of dragoon in battles, but gain the effectiveness of jump.

    Plus i'm sure if the healer has to focus the tank they cant heal the dragoon, and if another area of effect goes out they would still die.

    On top of this, heals are less MP than a raise, and dragoon is the only job with such a long animation lock that would kill them. Shoulder tackle is long but its not nearly as long.

    ------------------------------------------------------------------------------------------------


    Another problem here, is that when learning a fight, or returning to a fight after a bit of time, one could forget when to do jump so it does not kill you.

    Ahhh but that's the skill of the drg, knowing when to jump. What you are proposing will break endgame raids because it allows you to cheese mechanics every 30 sec (what you propose is literally a 30sec cd holmgang with no drawbacks). I know it sounds hard but you need to learn when to jump for each and every fight, that is part of the drg skill ceiling. It's the price you pay for one of the most hard hitting skills in your inventory (2nd only to chaos thrust)
    (0)
    Last edited by CookieMonsta; 08-24-2016 at 03:34 PM.

  3. #13
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    The same problem occurs with Plunge and (to lesser degree) Shoulder Tackle.
    Why should Jump alone get a Holmgang effect just to counter a universal issue with enemy-targeted movement skills?

    The problem here, is this is not in the tradition of Final Fantasy.

    The simple fix for this, "without creating any form of 'overpowered' or 'invincibility" is this:

    Jump:

    Delivers an attack with a potency of 200.
    Returns you to your original position after the attack is made.
    Cannot be executed while bound.

    Additional Effect:
    HP cannot be reduced below 1 HP for 4 seconds.


    (could even add a diminishing return so that the effect doesn't work at all until 3 or so jumps later. Or more. whatever.)
    You say without creating any form of "overpowered" or "invincibility" and then append an undying effect (damn close to invincibility) that I (and probably many others) can't help but find overpowered.

    Nothing about the current form of Jump is infringing about the "tradition" of DRGs in Final Fantasy in any way that your proposed fix would counter. Nor would your fix be effective in countering any negative community perceptions of Dragoons consequent to Jumps. You'd still be a burden to healers. You'd still look like the guys who can't dodge. You can blame that on Jump's ~1.6-second animation lock, but you'd still be that guy. Plunge's animation and movement lock is just as long. But now you'd just also be able to escape every one-shot that any Warrior can, allowing healers to shield up themselves, the OT to pop mitigation, and 4 DRGs to just take a would-be (non-spammed) wipe mechanic to the face with a well-timed Jump.

    Now, that invincibility would have a traditional place, if only (1) the damage avoidance was limited to when you're in the air and (2) you paid an uptime penalty for using the skill (it can still be a dps gain, but it should cost you a full "turn" / GCD).

    Alternatively, if you think that movement locks of such an extent in general reduce gameplay quality or 'quality of life', then change them universally. Reduce the animation lock on Shoulder Tackle and Plunge, allow them to adjust their aim around the target, allowing themselves to position towards the far side, down the left or right, etc. Do the same for both Dive abilities, and perhaps even for Aetherial Manipulation. As for Jump, allow the player to move his landing position throughout the animation, perhaps even hastened. Give Shukuchi a more appreciable range and shave off a bit more animation lock time to keep Ninjas on par for QoL changes.

    Without that, you are asking for an ability made overpowered by an invincibility component, with no relation to the traditional gameplay you attributed the fix to.
    (2)
    Last edited by Shurrikhan; 08-24-2016 at 04:12 PM.

  4. #14
    Player
    Legion88's Avatar
    Join Date
    Aug 2014
    Location
    Ul'dah
    Posts
    1,527
    Character
    Baradaeg Ryssbhirwyn
    World
    Lich
    Main Class
    Warrior Lv 80
    But you are invincible while Jump...except to one-shot mechanics^^
    You are semi-invincible while in the air for two times like 0.2 seconds...so it is in line with the claimed DRG tradition of Jump.
    Its "invincibility" is just shortend from a complete turn/GCD to this 0.x seconds cause we are now in "realtime" and no longer in turnbased or in the ATB schedule.
    And tbh this "tradition" is only born from the system limitations of the former platforms and battle systems.
    If you want a jump in the old style it would need 2 GCD to hit and wouldn't be oGCD, maybe it would consume some extra seconds of HotD.

    But you give me an idea i have to think about^^ maybe you will hear from me later
    (0)
    Last edited by Legion88; 08-24-2016 at 05:46 PM.

  5. #15
    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 Legion88 View Post
    But you are invincible while Jump...except to one-shot mechanics^^
    You are semi-invincible while in the air for two times like 0.2 seconds...so it is in line with the claimed DRG tradition of Jump.
    Its "invincibility" is just shortend from a complete turn/GCD to this 0.x seconds cause we are now in "realtime" and no longer in turnbased or in the ATB schedule.
    And tbh this "tradition" is only born from the system limitations of the former platforms and battle systems.
    If you want a jump in the old style it would need 2 GCD to hit and wouldn't be oGCD, maybe it would consume some extra seconds of HotD.

    But you give me an idea i have to think about^^ maybe you will hear from me later
    Pretty sure you're not invincible at all during jump, even while in the air.
    (2)

  6. #16
    Player
    DeimosLB's Avatar
    Join Date
    Mar 2016
    Posts
    11
    Character
    Deimos Lightbourne
    World
    Exodus
    Main Class
    Paladin Lv 90
    I just wish when I jumped over things (Like Traps in PoTD) it would not count as me hitting them... Using Spine/Dragonfire on a MoB from one side of the room just to activate a Lure is annoying. ><
    (2)

  7. #17
    Player
    Alistaire's Avatar
    Join Date
    Sep 2013
    Posts
    2,980
    Character
    Your Character
    World
    Sargatanas
    Main Class
    Blue Mage Lv 60
    They've already said they don't want to add any invincibility to this.
    (0)

  8. #18
    Player
    FyrmurlFloerasksyn's Avatar
    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    316
    Character
    Roegadyn Masterrace
    World
    Tonberry
    Main Class
    Ninja Lv 70
    I don't even get why they have animation locks in the first place. It's such a stupid mechanic.
    (0)

  9. #19
    Player
    DanteDawnes's Avatar
    Join Date
    Feb 2016
    Posts
    3
    Character
    Dante Dawnes
    World
    Ragnarok
    Main Class
    Dark Knight Lv 70
    "tradition of Final Fantasy" "MMO balance" you cant have 1 without the other
    (0)

  10. #20
    Player
    AceRage's Avatar
    Join Date
    Jun 2012
    Posts
    23
    Character
    Dryst Reborn
    World
    Leviathan
    Main Class
    Dragoon Lv 70
    Quote Originally Posted by DanteDawnes View Post
    "tradition of Final Fantasy" "MMO balance" you cant have 1 without the other
    Yeah, i agree with you there.
    (0)
    Last edited by AceRage; 08-30-2016 at 02:15 AM.
    “The supreme art of war is to subdue the enemy without fighting." - Sun Tzu, Art of War

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