Awww yeah I live for this stuff:
YES. WHY DOES NINJA HAVE FALL DAMAGE REDUCTION BUT NOT... FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF...reaaakinggg Dragoon? SE? Huh? The only answer is "I did wrong", fix it lol. God it hurts, like a little itch in the back of the brain that wont ever go away.1. Dragoon gets a new trait to completely nullify fall damage. Just makes sense the job based on jumping would also be good at landing.
Also if you feel passionately about this stuff maybe check out this thread: Roleplay Gameplay
Neat idea, I think you can make it "fair" by just saying "if echo can be applied to this content, then this skill works". Or if people are really sensitive, "epic echo". Also, make sure jumps can be used while falling -- would be cool to jump off an edge and then leap back up like some wild Smash Bros type stuff XD.2. Potential upgrade at level 50+. In certain arenas (such as Navel, Thok ast Thok, etc) Dragoon can automatically leap back on-stage, maybe with a large portion of health lost. This keeps Elusive Jump from being a noob trap, while allowing Dragoon a certain amount of utility/safety net. Still allows some arenas to instant kill Dragoons via death fields (Seat of Sacrifice (the extreme anyway) comes to mind).
Interesting, does this apply any gameplay changing ideas in mind? I can imagine positional being slightly annoying the further away you are (just because the area to 'move' will become larger). I'm not saying you can't, just curious if this comes with a larger vision for the job.3. Give Dragoon more range. A melee range of 5 or 6 yalms instead of just 3. It's a spear, if any melee job should have more range than the others, Dragoon should be the one.
FFFff--- god yes, also lol. One suggestion I had, besides the slight improvement they did a while ago (it shouldn't feel like a stun, but yes it SHOULD feel like a jump skill), is wind bristled scales. A passive that grants you max hp % shield for a short time after a jump. Unskilled players can buffer poor choices, skilled players can actually use it to negate some damage that is unavoidable. Giving it a FF Tactics like vibe (in that game you can jump and avoid damage). Heck, maybe one of the jumps is akin to the PvP jump where you just full on dodge damage until you choose to land (sans mechanics that tank invulns can't dodge, to ensure boss fights don't "break").4. Drop Winged Glide, replace it with Spineshatter Dive again. Stop removing jumps from the jump job.
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5. A lesser change, but make Jump/High Jump like it was back an expansion or two. Not the slow change, but the "rush to target then rush back" effect. This adds a small amount of knockback resistance.
Also a suggestion for improved feel. Allow players to move their landing spot while the animation is playing, as in you can adjust WHILE in the air (the jumps are fast, so it wont be a lot- but it will improve the continuity of the skill and make you feel always in the cockpit). Like how some games allow you to control your direction while falling (so you can adjust mid air, not realistic but helpful- and Dragoon is supposed to be a super jumper so in this case I think it 'is' realistic for them).



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