From my experience, depending on the angle you cast dragon dash, the caster can be propelled further forward than the targeted player. Pretty worthless skill. The only use for it I see is gap closing, but why use this unreliable skill when there's jump?I agree, it's time to do a post-5.3 dragoon discussion! Yay.
First off, lets start with an evaluation of the newest addition to the Goon Skill Set:
DragonDash: Who has figured out how to use it most effectively? What do you think of the skill? Is the mobility aspect working as intended?
@Dragoon Players
When I played goon on test it was working really good and I loved it but then a few times it just fucked up and I was chasing squi I think but then it shot me instead of forward to the left all the way off a cliff and I diedI agree, it's time to do a post-5.3 dragoon discussion! Yay.
First off, lets start with an evaluation of the newest addition to the Goon Skill Set:
DragonDash: Who has figured out how to use it most effectively? What do you think of the skill? Is the mobility aspect working as intended?
@Dragoon Players
Kainzo asked me to look at it, and I was coding it exactly as you described, but it looked like a huge pain in the ass to test, and I was too lazy to actually put it on the server for testing, so I just kinda stopped coding it. >.>@Delfofthebla since you are the one who coded Flyingkick if it would be possible to use the same mechanic for Dragondash, but add a knockback.
@Delfofthebla since you are the one who coded Flyingkick if it would be possible to use the same mechanic for Dragondash, but add a knockback.
Thanks Roflcer, I have heard this complaint from others, and I understand that this is not what you intuitively expect the skill to do after reading the tooltip, you expect the dash to end AT the target not PAST it. Despite that:From my experience, depending on the angle you cast dragon dash, the caster can be propelled further forward than the targeted player. Pretty worthless skill. The only use for it I see is gap closing, but why use this unreliable skill when there's jump?
I would like to see Dragoon get better Magic Resist Base levels to help develop their role of "Jumping on Magic Users in a Group Fight with enough Tanky stats and DPS to Bother/Kill the Caster then Disengage from the group of enemies before dying themselves".
This is because endurance is emphasized with the new Dragoon Stamina Costs. This, along with LunarLance and the gap closers the skill set has (and some lore) says to me "Mobile Caster Killer".
Thoughts on increasing defensive base stats of dragoons and NOT changing the 5.3 Left click damage/Stamina cost Nerfs?
Thanks Roflcer, I have heard this complaint from others, and I understand that this is not what you intuitively expect the skill to do after reading the tooltip, you expect the dash to end AT the target not PAST it. Despite that:From my experience, depending on the angle you cast dragon dash, the caster can be propelled further forward than the targeted player. Pretty worthless skill. The only use for it I see is gap closing, but why use this unreliable skill when there's jump?
While I would love to see dragoon become the mobile mage killer... I believe that at this current state even if dragoon were to get increased mr they still wouldn't be able to kill the mage. By jumping onto the mage and using just one or two more skills you will be out of stanima. Leaded to most likely death. Even by the off chance you can kill one, I think that without the use of a diamond there would be no real chance of getting away.Thanks Roflcer, I have heard this complaint from others, and I understand that this is not what you intuitively expect the skill to do after reading the tooltip, you expect the dash to end AT the target not PAST it. Despite that:
- What about using the current implementation to juke past someone who is about to catch up to you? What about using the skill in combination with Spear or Tremor to gain superior positioning or to get out of a group of enemies after you steal some of the Cleric's mana using LunarLance?
Is DragonDash's current implementation useful? To answer this you may have to change your playstyle and experiment!
Once we determine that, we can start talking about the current implementation of the Dragoon class as a whole.
I would like to see Dragoon get better Magic Resist Base levels to help develop their role of "Jumping on Magic Users in a Group Fight with enough Tanky stats and DPS to Bother/Kill the Caster then Disengage from the group of enemies before dying themselves".
This is because endurance is emphasized with the new Dragoon Stamina Costs. This, along with LunarLance and the gap closers the skill set has (and some lore) says to me "Mobile Caster Killer".
Thoughts on increasing defensive base stats of dragoons and NOT changing the 5.3 Left click damage/Stamina cost Nerfs?
That is how Dragondash is suppose to be. A charge with a slight knockbackIf a Goon wants to push someone away, it's easiest to just use tremor. Would still be a waste of a skill I think.
Just throwing out ideas here...Thanks Roflcer, I have heard this complaint from others, and I understand that this is not what you intuitively expect the skill to do after reading the tooltip, you expect the dash to end AT the target not PAST it. Despite that:
- What about using the current implementation to juke past someone who is about to catch up to you? What about using the skill in combination with Spear or Tremor to gain superior positioning or to get out of a group of enemies after you steal some of the Cleric's mana using LunarLance?
Is DragonDash's current implementation useful? To answer this you may have to change your playstyle and experiment!
Once we determine that, we can start talking about the current implementation of the Dragoon class as a whole.
I would like to see Dragoon get better Magic Resist Base levels to help develop their role of "Jumping on Magic Users in a Group Fight with enough Tanky stats and DPS to Bother/Kill the Caster then Disengage from the group of enemies before dying themselves".
This is because endurance is emphasized with the new Dragoon Stamina Costs. This, along with LunarLance and the gap closers the skill set has (and some lore) says to me "Mobile Caster Killer".
Thoughts on increasing defensive base stats of dragoons and NOT changing the 5.3 Left click damage/Stamina cost Nerfs?
seems to much like a mage skill imoJust throwing out ideas here...
To go along with your concept of a "Mobile Caster Killer" is it reasonable to give Dragoon a skill similar to Yasuo's wind wall from league of legends?
The basic idea is as follows: "Using the wind around them, Dragoons conjure spell shields which negate X% damage from all incoming spells for Y amount of time".
Again, I'm merely throwing out ideas here while attempting to keep consistent with the lore of Dragoons.
How about a skill that gives Dragoons an X % increase in agility for a certain amount of time.Dragoon needs a way to stick to people. Lowering stamina costs so it can use impale and spear while still using strike and piercing strike, and giving it a more potent slow skill should help it. And even when dragondash works as you would like and they are within spear range you then have no stamina to keep on them.
Are you sure? Because dragondash sounds to me like a skill that makes you dash directly to a player, not knocking them back...That is how Dragondash is suppose to be. A charge with a slight knockback
Tell that to Kainzo...Are you sure? Because dragondash sounds to me like a skill that makes you dash directly to a player, not knocking them back...
Kainzo doesn't take input from anyone, so me telling him wouldn't change anything.Tell that to Kainzo...