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  1. #1
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    Apr 2012
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    Aside from jump I would like each job to have a way to get in and out danger quickly. Lemme run through some things I envisioned in my head.

    BRD - OoT Sidestep/Backflips/Forward jump. Needs to jump a few feet to be useful and can be used every 2 seconds. Backward jump needs to jump farther than the side jumps since its main purpose is to get you in proper range for combo. Think of this scenario: Heavy Shot -> Forward Jump -> Quick Nock -> Backward Jump -> Rain Song. You have hate on a mob you're trying to kill (Shadowbind is on cooldown. A lot of BRDs forget about this move btw): Backward Jump -> Start combo -> Kill mob.

    BLM - Short range teleport. This obviously needs a longer cooldown but it would render the caster completely invincible and teleport them forward. About the same distance as Elusive Jump.

    DRG - Elusive Jump is already in. They're good. Only thing I can see that would be fucking awesome would be a Super Jump that keeps them in the air for 3-5 seconds thus making them completely impervious to damage. Maybe even Super Jump before primal two hour to avoid it... I mean you could technically do it in older FFs already... Think Garuda (FF3 NES/DS).

    MNK - They're agile/nimble so this will make sense... Sidestep around the mob quickly. Would help with getting in position for combos and to get out of a frontal attack.

    WAR - Roll. Simple. Or they could go the WoW route and take that Warrior ability where they jump forward and stomp the ground - stunning enemies and gaining agro.

    PLD - A roll but when they get back to a standing position it procs a block (animation as well).

    WHM - This is the tricky one... What would work? How about the WoW route? They leech a target player and pull them out of danger. lol

    I personally would love to see any and all of these in play. It won't instantly turn the game into an action game but it'll give players more options as to how they get in and out of certain situations.

    - Kurokikaze
    (10)

  2. #2
    Player
    Radnar's Avatar
    Join Date
    Jun 2012
    Posts
    123
    Character
    Rad Nar
    World
    Coeurl
    Main Class
    Pugilist Lv 16
    Quote Originally Posted by TimonLoon View Post
    Aside from jump I would like each job to have a way to get in and out danger quickly. Lemme run through some things I envisioned in my head.

    BRD - OoT Sidestep/Backflips/Forward jump. Needs to jump a few feet to be useful and can be used every 2 seconds. Backward jump needs to jump farther than the side jumps since its main purpose is to get you in proper range for combo. Think of this scenario: Heavy Shot -> Forward Jump -> Quick Nock -> Backward Jump -> Rain Song. You have hate on a mob you're trying to kill (Shadowbind is on cooldown. A lot of BRDs forget about this move btw): Backward Jump -> Start combo -> Kill mob.

    BLM - Short range teleport. This obviously needs a longer cooldown but it would render the caster completely invincible and teleport them forward. About the same distance as Elusive Jump.

    DRG - Elusive Jump is already in. They're good. Only thing I can see that would be fucking awesome would be a Super Jump that keeps them in the air for 3-5 seconds thus making them completely impervious to damage. Maybe even Super Jump before primal two hour to avoid it... I mean you could technically do it in older FFs already... Think Garuda (FF3 NES/DS).

    MNK - They're agile/nimble so this will make sense... Sidestep around the mob quickly. Would help with getting in position for combos and to get out of a frontal attack.

    WAR - Roll. Simple. Or they could go the WoW route and take that Warrior ability where they jump forward and stomp the ground - stunning enemies and gaining agro.

    PLD - A roll but when they get back to a standing position it procs a block (animation as well).

    WHM - This is the tricky one... What would work? How about the WoW route? They leech a target player and pull them out of danger. lol

    I personally would love to see any and all of these in play. It won't instantly turn the game into an action game but it'll give players more options as to how they get in and out of certain situations.

    - Kurokikaze
    I like the idea of different types of jumping that depend on class. That sounds cool.
    (2)

  3. #3
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by TimonLoon View Post
    Aside from jump I would like each job to have a way to get in and out danger quickly. Lemme run through some things I envisioned in my head.

    BRD - OoT Sidestep/Backflips/Forward jump. Needs to jump a few feet to be useful and can be used every 2 seconds. Backward jump needs to jump farther than the side jumps since its main purpose is to get you in proper range for combo. Think of this scenario: Heavy Shot -> Forward Jump -> Quick Nock -> Backward Jump -> Rain Song. You have hate on a mob you're trying to kill (Shadowbind is on cooldown. A lot of BRDs forget about this move btw): Backward Jump -> Start combo -> Kill mob.

    BLM - Short range teleport. This obviously needs a longer cooldown but it would render the caster completely invincible and teleport them forward. About the same distance as Elusive Jump.

    DRG - Elusive Jump is already in. They're good. Only thing I can see that would be fucking awesome would be a Super Jump that keeps them in the air for 3-5 seconds thus making them completely impervious to damage. Maybe even Super Jump before primal two hour to avoid it... I mean you could technically do it in older FFs already... Think Garuda (FF3 NES/DS).

    MNK - They're agile/nimble so this will make sense... Sidestep around the mob quickly. Would help with getting in position for combos and to get out of a frontal attack.

    WAR - Roll. Simple. Or they could go the WoW route and take that Warrior ability where they jump forward and stomp the ground - stunning enemies and gaining agro.

    PLD - A roll but when they get back to a standing position it procs a block (animation as well).

    WHM - This is the tricky one... What would work? How about the WoW route? They leech a target player and pull them out of danger. lol

    I personally would love to see any and all of these in play. It won't instantly turn the game into an action game but it'll give players more options as to how they get in and out of certain situations.

    - Kurokikaze
    This right here is why people did not want them to add jump. These are the kind of skills morons would use over and over and over and over until nobody wanted to be around them anymore.
    (3)

  4. #4
    Player
    DeadRiser's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Kiote View Post
    This right here is why people did not want them to add jump. These are the kind of skills morons would use over and over and over and over until nobody wanted to be around them anymore.
    It's called having a cooldown. Like Elusive Jump.
    (0)

  5. #5
    Player
    Nox's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    141
    Character
    Nox Ruo
    World
    Sargatanas
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by TimonLoon View Post
    Aside from jump I would like each job to have a way to get in and out danger quickly. Lemme run through some things I envisioned in my head.

    BRD - OoT Sidestep/Backflips/Forward jump. Needs to jump a few feet to be useful and can be used every 2 seconds. Backward jump needs to jump farther than the side jumps since its main purpose is to get you in proper range for combo. Think of this scenario: Heavy Shot -> Forward Jump -> Quick Nock -> Backward Jump -> Rain Song. You have hate on a mob you're trying to kill (Shadowbind is on cooldown. A lot of BRDs forget about this move btw): Backward Jump -> Start combo -> Kill mob.

    BLM - Short range teleport. This obviously needs a longer cooldown but it would render the caster completely invincible and teleport them forward. About the same distance as Elusive Jump.

    DRG - Elusive Jump is already in. They're good. Only thing I can see that would be fucking awesome would be a Super Jump that keeps them in the air for 3-5 seconds thus making them completely impervious to damage. Maybe even Super Jump before primal two hour to avoid it... I mean you could technically do it in older FFs already... Think Garuda (FF3 NES/DS).

    MNK - They're agile/nimble so this will make sense... Sidestep around the mob quickly. Would help with getting in position for combos and to get out of a frontal attack.

    WAR - Roll. Simple. Or they could go the WoW route and take that Warrior ability where they jump forward and stomp the ground - stunning enemies and gaining agro.

    PLD - A roll but when they get back to a standing position it procs a block (animation as well).

    WHM - This is the tricky one... What would work? How about the WoW route? They leech a target player and pull them out of danger. lol

    I personally would love to see any and all of these in play. It won't instantly turn the game into an action game but it'll give players more options as to how they get in and out of certain situations.

    - Kurokikaze
    this is a wonderful Idea and One they will probably have to implement if they intend to make PVP fun (or at least they will probably implement some skills similar to these. How they haven't added skills like these yet to the game is beyond me. Although I can see how adding skills like these will make the game more "action" based, which apparently is something yoshida wants to avoid.
    (2)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,991
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by TimonLoon View Post
    Aside from jump I would like each job to have a way to get in and out danger quickly. Lemme run through some things I envisioned in my head.

    BRD - OoT Sidestep/Backflips/Forward jump. Needs to jump a few feet to be useful and can be used every 2 seconds. Backward jump needs to jump farther than the side jumps since its main purpose is to get you in proper range for combo. Think of this scenario: Heavy Shot -> Forward Jump -> Quick Nock -> Backward Jump -> Rain Song. You have hate on a mob you're trying to kill (Shadowbind is on cooldown. A lot of BRDs forget about this move btw): Backward Jump -> Start combo -> Kill mob.

    BLM - Short range teleport. This obviously needs a longer cooldown but it would render the caster completely invincible and teleport them forward. About the same distance as Elusive Jump.

    DRG - Elusive Jump is already in. They're good. Only thing I can see that would be fucking awesome would be a Super Jump that keeps them in the air for 3-5 seconds thus making them completely impervious to damage. Maybe even Super Jump before primal two hour to avoid it... I mean you could technically do it in older FFs already... Think Garuda (FF3 NES/DS).

    MNK - They're agile/nimble so this will make sense... Sidestep around the mob quickly. Would help with getting in position for combos and to get out of a frontal attack.

    WAR - Roll. Simple. Or they could go the WoW route and take that Warrior ability where they jump forward and stomp the ground - stunning enemies and gaining agro.

    PLD - A roll but when they get back to a standing position it procs a block (animation as well).

    WHM - This is the tricky one... What would work? How about the WoW route? They leech a target player and pull them out of danger. lol

    I personally would love to see any and all of these in play. It won't instantly turn the game into an action game but it'll give players more options as to how they get in and out of certain situations.

    - Kurokikaze
    Love these, though I'd like to see the same kind of class distinction used in basic 'jump' uses as well, i.e. Spacebar, and maybe some of these as a Shift Space-bar. For example:

    [Quick note: All abilities follow a hidden resource (stamina) bar. Most types of actions can be used continuously, but at higher cost for each additional use. The resource for some specials will be partly separate from regulars, especially when the actions are drastically different. All things requiring "locked-on target" can be switched to simply requiring a "target".]

    Monk / Pugilist - animation similar to their current dashing animation. Short ICD compared to most classes.
    Space: When locked on, circles the enemy with a dash to the side, closing in, backing up, or both lateral and forward movement. Movement per step has a maximum distance of about 10 ft + variable, and max angle necessary to move from from front to side, side to back, etc. When not locked on, it will move directly left/right/forward/backward/diagonal. Flows most visually into abilities like Dragon Kick, Concussive Blow, Sucker Punch, etc.
    [Distance likely based on STR/DEX equally. Cooldown based on DEX (1), MND (2).]
    Shift: Activates a short teleport to a nearby target on next dash. Will appear on the far side (W), close side (S), to the left (A), or to the right (D) according to the button pressed after. If melee attacked by the target before the teleport is used, the teleport will be consumed to create a sort of side-flipping dodge, automatically activated by the attack. Either one must be used within 2 seconds.
    [Distance and chance of dodge activation success based on PTY/MND. Dodge success chance after activating, regardless of animation, is based on DEX (1), STR (2).]

    Bard / Archer - focus on distant maneuvering and breaking deadlocks when able. Comparatively long ICDs.
    Space: Flip to side, front, or back. Conical AoEs made while in midair have no minimum yalm factor and will strike more circularly if the target is near the point of the jump.
    Shift: Creates a dash. Follows a hidden stamina resource, with higher cost per second with each second used. Pairs with regular jump to make a long leap, no flip unless near the target.

    Dragoon / Lancer - something of a mix between Monk and Bard, almost.
    Space: Charges towards a target or flanking the target. Jumps (barely off ground) and slides back on (S). Hidden momentum counter, diminishing quickly after last usage. Charge distance and attack range increased by momentum.
    Shift: Turns next Charge into a Leaping strike. Cannot flank. Can leap over allies for improved collusion-like mechanics. Dragoons also have access to a second tier (Shift-Shift), which replaces the current "Jump" and "Elusive Jump". Locked on will act as "Jump" and not locked on or moving in a direction away from the locked-on target will provide "Elusive Jump."

    Etc, etc.

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

    Like Kurokikaze I don't think this will make the game more like an action game. Simply having quicker and more intuitive controls does not make something "action" styled. It just means you have better control, and in this case more options, more precision, and therefore more strategy available to you.

    I understand that playing with lesser resources does make a sort of concessional strategic mindset of it's own, but as Nox has mentioned the point of 2.0 is to be responsive. Combat is being revamped again, combat regimen is being revamped and reintroduced. I think this could play a part in it without being obnoxiously unfitting.
    (3)
    Last edited by Shurrikhan; 07-07-2012 at 05:42 AM.

  7. #7
    Player
    Viritess's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    499
    Character
    Viritess Vonschalt
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Quote Originally Posted by TimonLoon View Post
    Aside from jump I would like each job to have a way to get in and out danger quickly. Lemme run through some things I envisioned in my head.

    BRD - OoT Sidestep/Backflips/Forward jump. Needs to jump a few feet to be useful and can be used every 2 seconds. Backward jump needs to jump farther than the side jumps since its main purpose is to get you in proper range for combo. Think of this scenario: Heavy Shot -> Forward Jump -> Quick Nock -> Backward Jump -> Rain Song. You have hate on a mob you're trying to kill (Shadowbind is on cooldown. A lot of BRDs forget about this move btw): Backward Jump -> Start combo -> Kill mob.

    BLM - Short range teleport. This obviously needs a longer cooldown but it would render the caster completely invincible and teleport them forward. About the same distance as Elusive Jump.

    DRG - Elusive Jump is already in. They're good. Only thing I can see that would be fucking awesome would be a Super Jump that keeps them in the air for 3-5 seconds thus making them completely impervious to damage. Maybe even Super Jump before primal two hour to avoid it... I mean you could technically do it in older FFs already... Think Garuda (FF3 NES/DS).

    MNK - They're agile/nimble so this will make sense... Sidestep around the mob quickly. Would help with getting in position for combos and to get out of a frontal attack.

    WAR - Roll. Simple. Or they could go the WoW route and take that Warrior ability where they jump forward and stomp the ground - stunning enemies and gaining agro.

    PLD - A roll but when they get back to a standing position it procs a block (animation as well).

    WHM - This is the tricky one... What would work? How about the WoW route? They leech a target player and pull them out of danger. lol

    I personally would love to see any and all of these in play. It won't instantly turn the game into an action game but it'll give players more options as to how they get in and out of certain situations.

    - Kurokikaze
    I really like the idea of added "positioning" skills, not sure if they are totally in relation to jump, but since you posted a fair list, i'll add my thoughts. While i'm not totally sure about Jumping in and out of ranges, i would love to see some attacks/skills that change or move your position or effect the enemy. Most of these suggestions were centered around

    DRG- I had once posted an idea for a skill in which you would "leap" over the enemy, stab down with your spear and then end up facing their back. Kind of a summer sault with some stabby.

    MNK- A hard kick to the back of the knee, which would either turn the enemy placing you on its flank, or atleast make their front count as a flank also for a few seconds.

    Even with a longish cool down some positional/position changing skills would be really awesome to 1: quickly pull off a WS or WS combo or 2: get out of the bad stuff AND make that an advantage.
    (0)

  8. #8
    Player

    Join Date
    Apr 2012
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    288
    Quote Originally Posted by Viritess View Post
    I really like the idea of added "positioning" skills, not sure if they are totally in relation to jump, but since you posted a fair list, i'll add my thoughts. While i'm not totally sure about Jumping in and out of ranges, i would love to see some attacks/skills that change or move your position or effect the enemy. Most of these suggestions were centered around

    DRG- I had once posted an idea for a skill in which you would "leap" over the enemy, stab down with your spear and then end up facing their back. Kind of a summer sault with some stabby.

    MNK- A hard kick to the back of the knee, which would either turn the enemy placing you on its flank, or atleast make their front count as a flank also for a few seconds.

    Even with a longish cool down some positional/position changing skills would be really awesome to 1: quickly pull off a WS or WS combo or 2: get out of the bad stuff AND make that an advantage.
    I meant that as an extra to the combat system but it's movement related which is also jump related so I posted it here. I want more position changing skills and jump to be used in and out of combat.

    - Kurokikaze
    (1)
    Last edited by TimonLoon; 07-07-2012 at 10:54 AM.

  9. #9
    Player
    Viritess's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    499
    Character
    Viritess Vonschalt
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Quote Originally Posted by TimonLoon View Post
    I meant that as an extra to the combat system but it's movement related which is also jump related so I posted it here. I want more position changing skills and jump to be used in and out of combat.

    - Kurokikaze
    Oh i'm not really disagreeing with you as i liked the ideas. I'm just less of a fan of a non cool down Jump being too useful in combat. See the absurdity of bunny hoping pvpness. (in my opinion) If standard jump is useful in combat without a cool down there is rarely any reason to not always jump. Those are the concerns i tend to hold when a "standard" style of jumping becomes combat utility.

    Now if you more or less mean a Jump > Dodge mechanic i can see it. In essence that is basiclly what GW2 has made. I'm just not sure FF14 is really built to be that style of game.
    (0)

  10. #10
    Player ejiboo's Avatar
    Join Date
    Dec 2011
    Posts
    167
    Character
    Eji Boo
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Quote Originally Posted by TimonLoon View Post
    Aside from jump I would like each job to have a way to get in and out danger quickly. Lemme run through some things I envisioned in my head.

    BRD - OoT Sidestep/Backflips/Forward jump. Needs to jump a few feet to be useful and can be used every 2 seconds. Backward jump needs to jump farther than the side jumps since its main purpose is to get you in proper range for combo. Think of this scenario: Heavy Shot -> Forward Jump -> Quick Nock -> Backward Jump -> Rain Song. You have hate on a mob you're trying to kill (Shadowbind is on cooldown. A lot of BRDs forget about this move btw): Backward Jump -> Start combo -> Kill mob.

    BLM - Short range teleport. This obviously needs a longer cooldown but it would render the caster completely invincible and teleport them forward. About the same distance as Elusive Jump.

    DRG - Elusive Jump is already in. They're good. Only thing I can see that would be fucking awesome would be a Super Jump that keeps them in the air for 3-5 seconds thus making them completely impervious to damage. Maybe even Super Jump before primal two hour to avoid it... I mean you could technically do it in older FFs already... Think Garuda (FF3 NES/DS).

    MNK - They're agile/nimble so this will make sense... Sidestep around the mob quickly. Would help with getting in position for combos and to get out of a frontal attack.

    WAR - Roll. Simple. Or they could go the WoW route and take that Warrior ability where they jump forward and stomp the ground - stunning enemies and gaining agro.

    PLD - A roll but when they get back to a standing position it procs a block (animation as well).

    WHM - This is the tricky one... What would work? How about the WoW route? They leech a target player and pull them out of danger. lol

    I personally would love to see any and all of these in play. It won't instantly turn the game into an action game but it'll give players more options as to how they get in and out of certain situations.

    - Kurokikaze
    i like many aspects of this.
    (0)