Quote Originally Posted by HiggenzFab View Post
The cooldown is fine. The problem is jump doesn't actually work like a jump from any previous final fantasy. It's only damage with a pretty long animation lock. If dragoons were invulnerable during the jump animations like they are in every other final fantasy game, it would be fine. As of right now, it's a huge let down and can actually get you killed if you jump at the wrong time.
This this and this, I can't stand being on a dungeon boss and dying because of the fact that I chose a bad time to jump. Everything else in game you can move to stop casting/stop the animation but Jump you're stuck. The thing I really don't understand also is if you PULL with a Jump NPC's recognize you being there and aggro as if you're standing there, and yet damage you get while jumping is still based on where you started. Why is this coded like this?