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  1. #1
    Player
    Bebo's Avatar
    Join Date
    Jun 2011
    Location
    Grid
    Posts
    26
    Character
    Bebo Lilmoon
    World
    Hyperion
    Main Class
    Dark Knight Lv 76

    Dragoons: Punished for taking to the skys, Are we even dragoons then?

    Since dragoon is my main job i do enjoy the ability's and perks that come with it, Such as, Steady damage which then explodes in to bursts of large hits. But one thing i would like to address and simply work over is, The limiting factors for full damage. Some might think the jumps ability's are useless, But I think they are powerful. As a given, "Dragon Fire Dive" is weaker then it used to be the Fact remains it hits multiple targets. with that being said, if all the Jump ABILITY'S are used In the correct Rotation they can be Extremely destructive. But their is one fatal flaw.

    During any Jump based ability the user is pretty much temporarily immobilized/incapacitated, To such an extent that during a jump the user still takes damage while in mid air as well as AoE's. this can cause a problem when fighting foes like Titan as his landslide will hit you even when in mid air.

    a simple fix would be

    1. allowing use to move our landing zone.

    2. Allowing use to evade all attacks/damage/effects while in the air.

    this is just my input, i wanna know how all my fellow dragoons feel on this subject.

    So Wyrms are supposed to be a thing soon, i dont think that will fix the class skills. But i guess they are hoping it adds dps, what are your thoughts as dragoons.

    Another thing that crossed my mind, is that jumps just dont do enough to me, granted 300 potency is alot, But i think it should have 350-400 potency at least. That would increase the rewards factor.

    Quote Originally Posted by MalcolmReynolds View Post
    We pretty much all agree with you as DRGs. The damage of the abilities I'm fine with. I've hit for 700 on jump crits and my gear is very mediocre for a level 50 (AF + a sub-par GC weapon). Invulnerability in the air would make this ability much more useful instead of forcing us to second guess ourselves. Sure on some encounters you know the AoE patterns, but some are random and that animation lock really screws us over. Being invulnerable (in the air only) would make sense. Maybe speeding up the animation a bit too so it doesn't clip our GCD but that would just be a nice bonus, not something necessary.

    As for the moving the landing zone, I think with the way combat currently is structured with the delay between server/client side, you would still see a lot of DRGs taking damage from AoEs. If the combat was more responsive, this would be a great alternative, but until then, it's not really practical. Then again, if they fixed the responsiveness, I don't think dodging AoEs even with the long animation would be as big of an issue because as it is now I can usually get out of the AoE on my screen but the server still registers me as being in it.

    It'll be interesting to see what class/job changes are implemented in the first big patch. Hopefully our complaints haven't fallen on deaf ears.
    Quote Originally Posted by Alexander_Dragonfang View Post
    That is what Jump is all about.
    It is a skill designed to kill dragons by jumping over their range of attack and deliver a killing blow from above at high speed avoiding any kind of damage and danger while increasing the strenght of the attack itself. That`s why it is only posible with a Dragoon armor and a spear as a weapon only. That is the whole point of Dragoons.

    http://finalfantasy.wikia.com/wiki/Dragoon_(Job)

    By asking for inmunity in jump skills we are not only asking for a much needed buff, but also for "historical accuracy" within the Final Fantasy metaverse.
    Quote Originally Posted by Casterbridge View Post
    Personally I don't mind that Jump has a risk involved, it makes you think a bit more before using it.

    Having said that I do wish there was bit more to it, either more damage (the move does have a good deal of risk associated with it especially the further on you go) or giving the dragoon a special buff, or a secondary debuff on the target that is useful to the whole group (which would be nice as it would provide some extra utility for dragoons and make them more wanted in raids etc).
    Quote Originally Posted by Trayes View Post
    I would love if you could add this answer to the main post.

    Please stop asking for Invincibility... It can break the game.

    A pretty simple fix to jumps is an animation speed up.

    Jumps complete their animation faster and thus we don't need to be immune to damage or be mad about being unable to move because we will gain control of our characters faster.

    It is that easy. I hope this reaches people so we can stop asking for things that could break the game.

    Quote Originally Posted by TetsuyaHikari View Post
    Invulnerability frames granted on CDs would be considered too strong? Okay, lol. Yeah, let me go ahead and brag about how awesome I would be with a 1-2 second invulnerability window on my 40, 90, and 180 second cooldown jump abilities.

    I'd be so broken, yo.
    Quote Originally Posted by Ladon View Post
    I'd like to see damage immunity during jump as well. People talk about risk versus reward of the current jump system, however I think adding the ability to time and avoid AEs via jump would add a new strategic element to the job as the timing window would be pretty short and you are risking messing up the timing and taking a lot if not critical damage from an ability you could just run out of instead. If you time it well then you'll be able to stay on the enemy and push out more damage.

    It's actually kind of odd that it's not like this already as this has been the signature of the Jump ability to begin with.
    Quote Originally Posted by point09micron View Post
    Traditionally, Jump removes the player from combat entirely for a certain amount of time, preventing them from being targeted by any enemy or ally or performing any other actions.
    Quote Originally Posted by TetsuyaHikari View Post
    Exactly. When playing FFIV, I would specifically wait during certain parts on boss fights until instructing Kain to execute Jump because there would be a spell (or in this case, AOE) that was about to hit the party, so by jumping... He would be able to avoid it. Let's face it, ground AOEs have no business hitting someone if they're in the air. That's just ridiculous.

    It would be like trying to cast 'Quake' on a floating enemy. It doesn't make sense, lol.
    (30)
    Last edited by Bebo; 10-11-2013 at 10:41 AM.

  2. #2
    Player
    Applekrumble's Avatar
    Join Date
    Sep 2013
    Posts
    21
    Character
    Ehlenn Casvail
    World
    Cactuar
    Main Class
    Lancer Lv 50
    Definitely for this; or give invulnerabilities when in air.
    (6)

  3. #3
    Player
    MalcolmReynolds's Avatar
    Join Date
    Aug 2013
    Posts
    91
    Character
    Malcolm Reynolds
    World
    Diabolos
    Main Class
    Lancer Lv 50
    We pretty much all agree with you as DRGs. The damage of the abilities I'm fine with. I've hit for 700 on jump crits and my gear is very mediocre for a level 50 (AF + a sub-par GC weapon). Invulnerability in the air would make this ability much more useful instead of forcing us to second guess ourselves. Sure on some encounters you know the AoE patterns, but some are random and that animation lock really screws us over. Being invulnerable (in the air only) would make sense. Maybe speeding up the animation a bit too so it doesn't clip our GCD but that would just be a nice bonus, not something necessary.

    As for the moving the landing zone, I think with the way combat currently is structured with the delay between server/client side, you would still see a lot of DRGs taking damage from AoEs. If the combat was more responsive, this would be a great alternative, but until then, it's not really practical. Then again, if they fixed the responsiveness, I don't think dodging AoEs even with the long animation would be as big of an issue because as it is now I can usually get out of the AoE on my screen but the server still registers me as being in it.

    It'll be interesting to see what class/job changes are implemented in the first big patch. Hopefully our complaints haven't fallen on deaf ears.
    (0)
    Last edited by MalcolmReynolds; 09-25-2013 at 04:56 PM.
    Take my love, take my land, take me where I cannot stand. I don't care, I'm still free, you can't take the sky from me. Take me out to the black, tell them I ain't comin' back. Burn the land and boil the sea, you can't take the sky from me.

  4. #4
    Player
    DragonSlayer45's Avatar
    Join Date
    Aug 2013
    Posts
    870
    Character
    Adrian Ryder
    World
    Cactuar
    Main Class
    Ninja Lv 100
    As a fellow Dragoon, I have to agree. Too many times have I landed in enemies AoE's just slightly before they finished and paid the price. I don't think Jump needs to be buffed (with enough Buffs on, you can hit for over 700 damage with a single Jump if you get lucky with a crit) but temporary invulnerabilities while in Jump are welcome.
    (1)

  5. #5
    Player
    Bomona's Avatar
    Join Date
    Aug 2013
    Posts
    5
    Character
    Bomobomo Wurstenstein
    World
    Odin
    Main Class
    Thaumaturge Lv 20
    I totally agree....even lorewise it is just amazingly weird that the jump, dragoons signature ability, does not give you any damage mitigation...i mean that was the whole point of jumps in earlier ffs. leave the fight for a round return with a BAMM! however, i can understand the hesitation among devs to give you invincibility moves. good timing would give you too much of an advantage over other melees....sigh. maybe it should just reduce the damage of aoes and the like instead of making you dodge everything.
    (1)

  6. #6
    Player
    ElaintheShy's Avatar
    Join Date
    Aug 2013
    Posts
    38
    Character
    Ovrlord Etna
    World
    Coeurl
    Main Class
    Dragoon Lv 90
    I made a thread before about solution #1 that would be my fix

    being invulnerable during the jump wouldn't fix a damn thing, because we always get hit when the red goes off when we land.
    (1)

  7. #7
    Player
    Applekrumble's Avatar
    Join Date
    Sep 2013
    Posts
    21
    Character
    Ehlenn Casvail
    World
    Cactuar
    Main Class
    Lancer Lv 50
    Quote Originally Posted by ElaintheShy View Post
    I made a thread before about solution #1 that would be my fix

    being invulnerable during the jump wouldn't fix a damn thing, because we always get hit when the red goes off when we land.
    It would if you're using it defensively; like Elusive Jump in particular - nothing worse than trying to evade with a jump only to have stuff pelted at you as you're halfway into a safe zone (by your own predictions).

    Having invulnerabilities during Jump helps as well when you're performing the Jump outside an enemy's AOE to hit the said enemy.

    It doesn't fix Dragonfire Dive and Spineshatter Dive but at least we're closer to what a lancer was.
    (0)

  8. #8
    Player
    ChaozK's Avatar
    Join Date
    Aug 2013
    Posts
    572
    Character
    Baal Mirtaq
    World
    Shiva
    Main Class
    Dragoon Lv 100
    How about instead of invulnerability (which i think wouldnt solve the problem because you might still land in red) or being able to choose the landing zone (which could be hard to implement) make it possible to just cancel the jump by moving. Mages have to deal with long cast timers all the time but its not an issue because they can always just cancel and run away should a red zone appear.

    Of course they would also have to speed up the animation after a successful hit.
    (0)

  9. #9
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    I don't think that "move while jumping = cancel" would be very smooth. I know I'd be annoyed.


    Personally I just want the Jump to not return me to my original position. That would shave .2s off the animation too.
    (1)

  10. #10
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    @chaozk: if you land in a red zone is your fault.

    the fact to jump, make you unable to control your character since you fly outside of area. then get invincible must be normal. you are outside the range of the attack after all, you litterally fly high in the sky before land. we still take risk at our landing, but while the jump we must be invincible.
    (1)

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