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  1. #51
    Player
    Casterbridge's Avatar
    Join Date
    Sep 2013
    Posts
    7
    Character
    Dhargon Steon
    World
    Diabolos
    Main Class
    Lancer Lv 50
    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).
    (1)

  2. #52
    Player
    Mitski's Avatar
    Join Date
    Sep 2013
    Posts
    200
    Character
    Mitski Zahard
    World
    Gilgamesh
    Main Class
    Pugilist Lv 60
    It seems pretty obvious that jumps were designed to be a risk vs reward abilities. I wouldn't complain if jumps had a little less risk or a little more reward, but the idea of adding an invulnerability frame is just too much. With the number of jumps available, you could essentially counter every fight mechanic (save Rot if you're in the rotation) by jumping.

    I think a better solution would be to add a defensive trait that gives %damage reduction while performing jumps or allowing jump animations to scale off skill speed.
    (0)

  3. #53
    Player
    Ariahna's Avatar
    Join Date
    Oct 2013
    Posts
    2
    Character
    Ariahna Nehmn
    World
    Leviathan
    Main Class
    Lancer Lv 50
    How hard would it be to give us a 3-4 second invulnerability after landing so that we can move out of whatever crap we land in?
    (0)

  4. #54
    Player
    TetsuyaHikari's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    248
    Character
    Celes Reinhardt
    World
    Excalibur
    Main Class
    Paladin Lv 70
    As a Dragoon as well, I certainly wouldn't see an issue with giving us a second or so of invulnerability while in the air during a jump. Would that really be so much to ask for? It sucks jumping, then suddenly getting caught by an attack during the recovery frames.

    At least this way, you could use jump as a defensive tool as well. If you see the enemy about to use an AOE, you could use jump to avoid it, get damage, and take some pressure off the healer(s). All I can see here is a win-win situation for this fix.
    (0)

  5. #55
    Player
    Mitski's Avatar
    Join Date
    Sep 2013
    Posts
    200
    Character
    Mitski Zahard
    World
    Gilgamesh
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by TetsuyaHikari View Post
    At least this way, you could use jump as a defensive tool as well. If you see the enemy about to use an AOE, you could use jump to avoid it, get damage, and take some pressure off the healer(s). All I can see here is a win-win situation for this fix.
    This is the exact reason why invuln frames would be too strong... you want the best offensive abilities to also be the best defensive abilities. That's not balance, that's broken.
    (0)

  6. #56
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Mitski View Post
    This is the exact reason why invuln frames would be too strong... you want the best offensive abilities to also be the best defensive abilities. That's not balance, that's broken.
    Except they're on cooldowns, and they still displace your position at risk.


    That said, I personally don't really care too much about invuln frames, so long as the animation control is smoothed out: e.g. the player can control themselves sooner after you land. As it current works, there's a tediously long animation lock where the player can't move. The overall speed of the animation in general is also slightly ~_~.

    I think the main issue re: invuln frames and Jump (not DFD or Spineshatter) is that the player seems to be vulnerable to AOEs at multiple distances during the Jump. The player is restricted to using Jump only when they are safe from long-range AOEs, short range AOEs, and everything in between for ~2 seconds. A few invuln frames would reduce that to something more consistent / sensible like being only vulnerable to AOEs where you start -or- when your Jump strikes, not both (and everything in between).
    (3)

  7. #57
    Player
    Bebo's Avatar
    Join Date
    Jun 2011
    Location
    Grid
    Posts
    26
    Character
    Bebo Lilmoon
    World
    Hyperion
    Main Class
    Dark Knight Lv 76
    Bump for resolution to this issue.
    (0)

  8. #58
    Player
    ChaozK's Avatar
    Join Date
    Aug 2013
    Posts
    572
    Character
    Baal Mirtaq
    World
    Shiva
    Main Class
    Dragoon Lv 100
    After having leveled some other classes to 50, i do think jumps could need a little bit of love.
    (0)

  9. #59
    Player
    TetsuyaHikari's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    248
    Character
    Celes Reinhardt
    World
    Excalibur
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Mitski View Post
    This is the exact reason why invuln frames would be too strong... you want the best offensive abilities to also be the best defensive abilities. That's not balance, that's broken.
    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.
    (0)

  10. #60
    Player
    Ladon's Avatar
    Join Date
    Aug 2012
    Posts
    570
    Character
    Resa Nome
    World
    Hyperion
    Main Class
    Paladin Lv 90
    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.
    (1)
    Last edited by Ladon; 10-11-2013 at 02:32 AM.

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