As the title says, i feel like DRG in its current iteration has far less air time compared to the previous iteration, and i will not get into the (Removal of Eyes) subject as it deserves another post on its on.

So, how can we increase the jumping actions on DRG? Without complications, here are my thoughts:

1. Reduce the CD of Dragonfire Dive to 60s instead of 120s: damage balancing aside, i dont get how is Dfd is on a 120s cooldown when other far flashier jumps are on a 60s cooldown? I think it should be on a 60s cd for more usability.

On a side note: not Jump related, but Rotd should be the followup to Stardiver, and Starcross should be the followup to Dfd, visually it feels better suited.


2. Bring back Spineshatter Dive as the gap closer
remove Winged glide and bring back Spineshatter Dive, the damage can be removed as will, but to justify the "hit" animation, it can instead inflict Paralysis effect, you know, from the name "Spineshatter".


(Personal Preference) Revise the post-hit / return animation of High jump: i hate the post hit - or return- animation of Highjump, it looks so fast and feels weightless, i know this was made to reduce the animation lock, but they can replace it with the same return animation in PVP's HJ, as the backflip animation can also work as (return to position) after the jump.