Reminds me of that one thread back in late 0.x where a guy complained about player characters being able to jump and thought it should be in a cooldown timer.

Reminds me of that one thread back in late 0.x where a guy complained about player characters being able to jump and thought it should be in a cooldown timer.

You guys need to shut up.

tbh I've already forgotten that they added this feature because nobody seems to be using it anyway. I don't think jog will end up being a big deal either way.

I guess you haven't noticed that this also applies in deep dungeon
You... passively use it... when sprint runs out...
"nobody seems to be using it" if you sprint, you're using it.
I think the only thing I dislike about the jog function is that you have to use sprint to activate it. I think jogging speed should kick in on its own after 5(?) seconds of normal running and cease whenever we stop moving, and sprint should continue to be its own thing to temporarily burst your speed beyond that.
That leaves peloton as being useful, as it instantly boost characters to jogging speeds without the 5 second lead-up and doesn't deactivate if you stop moving.
And switch the terms around. Jogging should be the default movement we make when not walking, and running should be the sped up version of it. Sprint is the temporary boost.
Last edited by Gyson; 03-27-2025 at 03:50 AM.


I'm not sure I'd call it the worst addition to the game, but I will say I don't really favor it.
I was fine with two speeds in cities, Sprint and normal. Adding in this third speed that's somewhere between the two is a bit irritating, at least so far. It's a muscle/visual memory thing, and that in-between Jog speed is messing with it.
Also, Jog programming seems to be a bit janky, because while Sprint will still be active even after you use an Aetheryte crystal to move to a different location in a town, Jog is removed by using an Aetheryte. If Sprint is still on CD when you use that Aetheryte, then you're stuck with normal movement speed until Sprint is available again. I feel like that must be unintended, but who knows?
All in all, I kind of wish for a toggle solution like PvP apparently has (I don't PvP, so not exactly sure how that works in practice, but it sounds good), OR a toggle for this new "Jog" buff to just shut it off if you don't like it at all.
You can also use walk if running is too fast for you.

Why is Jog detrimental? It helps speed up travel time in sanctuaries/cities and it can be turned off by clicking the buff icon. Peloton isn't useless since it disappears once you enter combat and sprint will usually be on cooldown by the time you clear a mob pack. If anything it's a net positive in my opinion. It would be better to have sprint change to a toggleable version in cities but it's still an improvement.
I would say Gyson has a good idea about it, just add a toggle in settings for it and it'll be golden.I think the only thing I dislike about the jog function is that you have to use sprint to activate it. I think jogging speed should kick in on its own after 5(?) seconds of normal running and cease whenever we stop moving, and sprint should continue to be its own thing to temporarily burst your speed beyond that.
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