Just Dropping by to say Thanks for the updates, I'm very excited. As a long time Solo/Duo player, this just gave me another reason to keep working on my Drg. Tomorrow I'm gonna finish +2'ing my boots if i'm lucky.
Just Dropping by to say Thanks for the updates, I'm very excited. As a long time Solo/Duo player, this just gave me another reason to keep working on my Drg. Tomorrow I'm gonna finish +2'ing my boots if i'm lucky.
Drg for life.
Howdy!
I have some comments about dragoon adjustments in regards to some feedback we have received.
- Wyverns
In response to the issue of feeling weaker when a wyvern is defeated, we will look into increasing the overall endurance of wyverns. There was also an idea to shorten the recast timer for “Call Wyvern” since wyverns are defeated relatively frequently, but we decided that it would be better if players tried to keep their wyverns alive as long as possible.
Thus, our main objective is to adjust wyverns so that they are not easily defeated in relation to their 20 minute recast time. This will involve adjustments to endurance, healing methods and other tweaks to keep wyverns alive.
- Healing methods
We have previously mentioned that we will shorten the recast time for Spirit Link, but we are also looking into some other adjustments. In order to further increase the survival rate of wyverns, we are looking into doubling the healing amount of Spirit Link and adding a regen effect. We have previously stated that we are considering recovery items for wyverns, but we will re-evaluate this idea after the adjustments to Spirit Link.
- Leveling wyverns
The spec for wyverns leveling up from repeating battles is valid in situations where there are many battles, but is not valid for NM battles and zones where EXP cannot be gained. This may be a modest adjustment, but we are looking into adding the effect “Wyvern levels up with a certain probability” to Empathy.
- AoE damage
Regarding the issue of wyverns not being able to approach monsters because they are instantly knocked out from AoE attacks, the same can be said for other pets and player characters. This issue is not resolved by simply adjusting characters and pets. Instead, it would be necessary to adjust the damage dealt by AoE attacks. We are currently looking into adjusting certain AoE attacks in Voidwatch.
- Breath weakness in Voidwatch
We acknowledge that it is difficult to proc weakness due to the fact that it is not possible to select which breath is used. However, we will not make a job adjustment to add abilities just so that it becomes easier to proc weakness. Rather, we look into adjustments to make content more enjoyable.
Also we are not looking into allowing players to select which breath is used. This would go against the concept of pets. Wyverns simply aid player characters in battle, so it should not be possible for players to freely control all aspects of wyverns.
- Cure Breath
Cure Breath only cures status ailments that affect the character’s ability to battle in the front-line, which is why we did not include silence or mute. It would be convenient if Cure Breath can cure a wider variety of status ailments as an AoE spell, but we decided on the current specs considering its balance with other jobs’ status ailment curing spells and waltzes.
- Jump
Regarding Jump and High Jump, we decided to restrict the adjustments to increasing damage dealt, so we will only be shortening the recast timer for now. (We are scrapping the idea of allowing High Jump to lower hate for the party member closest to the player from behind.)
We want to avoid players only using Spirit Jump and Soul Jump because they have a wyvern. Rather, we would like players to choose between “Jump and High Jump” or “Soul Jump and Spirit Jump” based on the circumstances.
Devin "Camate" Casadey - Community Team
Good call. The High Jump hate thing was worthless as it's worthless with Spirit Jump during Spirit Surge.Regarding Jump and High Jump, we decided to restrict the adjustments to increasing damage dealt, so we will only be shortening the recast timer for now. (We are scrapping the idea of allowing High Jump to lower hate for the party member closest to the player from behind.)
Not choosing the right breath makes sense as that what separates us from BST/PUP/SMN. Dragoon do not have dominion over their Wyverns like how BSTS charm and enslave their pets, PUP commands their Automaton with the Animator or SMN sacrifice their life force to fulfill a pact. No, the Wyvern accompanies the Dragoon because it wants to, it has a spiritual bond. Even so, the Wyvern seems weak in comparison to other pets both in endurance and damage. Elemental Breaths do 10-100 damage and are often resisted even with Strafe and Dragoon's Earring. As it stands now, on stronger NMs like Voidwatch, Wyverns serve nothing more than a TP-Battery through Spirit/Soul . Their individual hits deal 10-20 damage and are responsible for less than 1% total damage.
Wyverns are weak and Dragoons feel weak because Stardiver and Drakesbane are just weak against strong enemies compared to Tachi:Shoha, Victory Smite, Ukko's Fury,Resolution and other powerful weapon skills. With the new updates, Dragoons will have a fantasic amount of TP but our weapon skills are so weak it we don't feel that strong.
This is valid and understandable but perhaps you should look into making Spirit Jump and Soul Jump the more offensive Jumps with their critical hit and extra TP and make Jump and High Jump into defensive style Jumps.We want to avoid players only using Spirit Jump and Soul Jump because they have a wyvern. Rather, we would like players to choose between “Jump and High Jump” or “Soul Jump and Spirit Jump” based on the circumstances.
High Jump already sheds hate but perhaps adding a moderately strong Accuracy Down that decays like "Flash" and a Stun effect to Jump that is as potent as the Blue Magic "Sudden Lunge" would be prudent.
Isn't a Wyvern suppose to be a faithful companion you saved as an Egg and allowed to live.
Why wouldn't it listen to you when you ask it to use a Fire Breath >_>?
Sometimes I can't understand their thought process... Why does it not make sense to be able to tell the Wyvern what Breath to use once per minute. (I mean, on WS, It should be random still, But with the JA... I think we should have the option).
Oh well, Thats my only real complaint ^^
Spirit/Soul jump onry.
If a DRG is in a mage party, then you're obviously under appreciated.
I'm not sure I understand this. Both BST and SMN, by modern practice, freely control all aspects of their pets. And even with that, if you just adjust Smiting Breath into a shared timer between the various elements, there's still plenty of aspects of the wyverns that are not freely controlled.
The DRG updates are really shaping up nicely. I'm happy I'll be able to keep my wyvern upright now even through most of VW spams, and I'm liking the little bit more utility they are giving to the job with hate sheds and higher cures, and of course the increase in TP gain we'll get through jump!
The key issue now which needs addressed for DRG is its lack of attack, we are TP machines, and will be even more when the next update comes, but we lag behind on attack compared to the other 2 handed DD's to actually be able to throw out impressive numbers on WS's and melee. All the other main DD's have access to moves like Berserk, Last Resort, Overwhelm, Double Attack, Attack Bonus VI, Blood Rage etc, and while Angon makes us stronger, it also makes every other DD stronger along with us, so we're never truly on the same footing. I'm not asking for a JA as strong as Berserk, but a 10-15% attack boost or some more offensive JT's would really wrap up a great set of updates for DRG.
A DRK in my LS and myself were comparing attack values the other day
DRK -
Idle - 723
Endark - 793
Last Resort + Endark - 991
Last Resort + Endark + food - 1141
DRG -
Idle - 689
Food - 843
Food + angon - 1053
But of course if we're all fully buffed, and I've just used Angon, the DRK is actually at 1425~ attack which is a HUGE gap. I know DRK's are supposed to have one of the highest attack ratings, but a difference of almost 400 when fully buffed is insane.
Last edited by Transmit; 01-26-2012 at 11:31 AM.
I'm generally really happy when there's a Breath proc in VW because it is possible to control the Wyvern's breath to a degree with Threnodies and Ninjutsu; I honestly feel that a much of the player base simply doesn't know this.
The only time I get frustrated is when the element that the Wyvern is suppose to give is the element that the VWNM is strong against. An example could be Qilin and Sand Breath, where even with Threnody and Ninjutsu, the Wyvern may still not use Sand Breath because the mob just has too much resistance against Earth.
This attitude toward front line jobs is antiquated and irresponsible. NIN PLD and BLU are all commonly accepted front line jobs wich rely heavily on magic use to play effectively. The DRG HIMSELF must play as /Mage in order to even have access to status ailment cure breaths and is thereby also heavily reliant on magic. Back line/front line is not an acceptable excuse for not adding silena breath. Please add silena breath.
I like the idea that having empathy can raise the wyvern's level, but not all dragoon choose to merit empathy.
I would suggest to create consumable item that would raise level of wyvern, in addition to allow empathy to level up wyvern.
Also about the healing of wyvern, I still think spirit link is too radical becoz it dealt a huge dmg to dragoon him/herself to heal wyvern regardless the current HP of the wyvern. I would like to see a new ability to transfer HP from dragoon to wyvern slowly and would stop as soon as Wyvern's HP reach maximum.
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