Quote Originally Posted by Aco505 View Post
This specific situation you describe doesn't happen often, in my experience. High Jump's animation lock can be cancelled if you manually jump while using it, so it's just Dragonfire Dive and Stardiver that actually lock you in place. Jump animation locks are part of the identity of DRG, and I think they should stay as they are*. We've already lost two of them, HJ no longer moves you and Starcross is not a real jump either. We could argue whether we should be rewarded or punished for it considering other jobs don't deal with it but that'd be a different matter. The animation lock can usually be worked around when it's truly needed by shifting the position of oGCDs in the rotation and STD is also quite flexible in this regard, although less than EW due to STC, because of having no true cooldown.

*Sadly, there's several JP players asking for a further reduction of the animation lock of HJ, DFD and STD.

Having a Feint duration of 15s helps with covering more raid damage or using it just before burst to avoid doing so during it. The latter reason is the rationale followed by the devs on increasing the duration. I think it's uninteresting to reach level 98 to get "maintenance" traits like these instead of something more interesting but it's what it is.
The situation i mentioned is only 1 example. There are other examples as well like when theres an AOE trajectory thats on the DRG you have to move but when you accidentally spam ur STD or DFD during rotation and the trajectory pops out, you lose a few sec to move away due to animation lock leaving you having to take the dmg or if the goal is to push DPS as much as possible in someone's mind, they have no choice but to withheld these 2 skills for a few second till they are out of harms ways before using them where in terms of DPS is a loss in the long run if not used as soon as possible to let CD run.

Is it possible instead to still move during these animations? like have an animation where after the dive, we choose where we land instead of landing on the same spot where we jump from.

I understand feint helps with covering raid dmg but it isnt more as it increase duration only and not reduction percentage. Its original 10 second is enough to be slipped in between 3 gcds, it doen't need 5 more sec or 2 more gcd to slip in this oGCD skill. But wouldn't it make more sense where SE is going down the direction of more bullet hell, more aoe skills, more mechanics that require a lot more movements for the tank (tanks moves making boss moves) and melee DPS (as displayed in most extremes and dungeons in Dawntrail) to instead increase the duration of True North by 5 more second instead of feint especially for the directional melees?