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View Full Version : Providing needed feedback on Dragoon.



Tanama
01-16-2013, 08:08 AM
Lately, I have been sending feedback here (https://support.na.square-enix.com/form.php?id=20&la=1&p=0&fo=41). Those of you posting your suggestions here should also copy/paste it to the Suggestions & Feedback section of the Square-Enix Support Center. I am not 100% sure but I believe all suggestions sent there are translated and sent to the development team. I send feedback there assuming not all suggestion posts made on this forum are translated and sent over.

The content below is the last suggestion I sent to the Support Center.

_________________________________________________________


Hello, here is a quote about what the majority of the FFXI community thinks of Dragoon today:


"My verdict on Dragoon: If you want to play DRG, this isn't just recommended, it's mandatory to have a RYUNOHIGE. DRG is very poorly designed and barely keeps up with 1h jobs without it."

The above statement is true today.

Personally, I spent a great deal of time making a Gungnir and a Rhongomiant mistakenly not knowing they were inferior choices. Now I have to spend a year making gil and working on all mythic quests to make a Ryunohige because DRG isn't acceptable unless you make a mythic. This is not justified for relic and empyrian owners and to the DRG job in general. Something must be done to address this.



Boost DRG. DRG needs proper tools like attack boosts and job ability Haste so that it can keep up with WAR, DRK, SAM, and MNK.


Adjust Geirskogul so that it can compete with today's top weapon skills in terms of damage. (IE STR modifier, Damage varies with TP + additional attack modifier)


Change Geirskogul's aftermath to either:
[A] A strong EnThunder effect to keep with the Gungnir theme.
[B] A potent Double attack rate like DNC's Saber Dance.


Extend all relic aftermath duration from 20/40/60 seconds to 60/90/120 seconds. If you're feeling generous, change it to 90/120/180 seconds.


Fix Gungnir's added effect Defense down so that it does not overwrite Angon's defense down.


Adjust Camlann's Torment so that Rhongomiant can be as strong as other powerful weapons such as Ragnarok, Ukonvasara, Masamune. (Again, STR modifier, Damage varies with TP + addditional attack modifier)


Boost the wyvern's offense. The development team has done a good job of making the wyvern better defensively. Now the team needs to make the wyvern a bit better offensively so that the wyvern is not only there to boost Soul Jump and Spirit Jump.


Improve damage of all Jumps and add bonus effects such as decrease enmity of the player behind you.



I believe these changes are well deserved for Dragoon which is currently looked at as a gimp job unless you have a Ryunohige. This needs to be remedied. Thanks for taking the time to read and consider this.

Giers
01-19-2013, 06:59 PM
Jumps should be BIG, they need to have weight behind them, Super jump also should get the soul spirit make over.

We need an auto attack boost asap its sad to see a DRK in worse gear then me hit literally 2 times as hard as I do an faster then I do.

"I" would prefer DRG get a conserve TP remake where as long as your weapon skill lands, you get 15 tp plus your weapon skills TP back, effectively always give us a 5 hit build or w/e it is. Along side this we need a DRG type stance where we can no longer Skill chain with others but only our self, this would have to extend the grace period between when a skill has to land, an when it is to late, but I think this is what DRG should be buffed like.

The above idea not only scales well into every stat we enjoy, but gives us reason to use our other weapon skills. Now there would need to be some changes to what skill chains with what, but I think in an ideal world they buff Gierskogul, and Impulse drive, and make them each chain with Drakes and Stardiver for Light or Darkness.

So you build your 100 tp, Impulse Drive, get your 44 Tp back, 2 to 3 attacks then Drakesbane for Light.
Or you build your 100 Tp, Geirskogul, get your 44tp back 2 to 3 attacks Stardiver for Dark

I dunno I'm tired an I felt like going over board with this idea :p

Babekeke
01-19-2013, 08:39 PM
I've said it before and I'll say it again:

DRG is a versatile job. Whereas WAR DRK and SAM can be used as DD or maybe Tank, DRG can be used as support, or as an incredibly good solo job.

This means it's more on par with BLU than WAR, DRK or SAM.

Any direct buff to att speed or attacks in general would need to be a stance along the lines of seigan/hasso, where when getting the attack boosts completely nerf or disable breaths, otherwise there wouldn't be much left in the game that DRG couldn't solo easily.

Edit: I just read that they are looking to remove the level correction, meaning DRG will no longer be on par with BLU as BLU is currently massively affected by LC, whereas DRG isn't so much. DRG will soon find itself towards the lower tiers of the DD list, with NIN THF BLU and certainly MNK if it isn't already, moving above it. Quite possibly even DNC PUP and BST too.

In fact, If/when this adjustment comes in, I'll probably sell my DRG gear and just focus on THF.

Ophannus
01-24-2013, 09:37 PM
DRG would have been the perfect job for Save TP traits. Let SAM be the king of WS potency and gaining TP, let DRG be the king of Conserving/Saving TP. Conserve TP was a nice start but it's too unreliable even at a 27~ proc rate at 99, the value that it conserves is a random interger and thus very unreliable. If DRG could be consistent and have Save TP+20 as a trait or through a series of progression traits culminating in a value of Save TP+20, DRG would be fare a lot better and be more flexible.

Jaall
01-25-2013, 04:39 AM
I very much agree with save TP for DRG. Would give DRG that edge against other DD while maintaining balance as we would get the majority of the fixes we need through our gear choices when not needing so much store TP. For example if we had save tp +20 then after the first ws, we would get 36 tp back at least (assuming you use Rajas and Brutal in ws set) with a possibility of 39 if you use stardiver/drakes and all hits land. This could possibly be unbalanced as we would be able to achieve a 5 hit with /sam alone, but maybe give DRG +15 save TP and it would allow us to switch out the items we use for Store TP and replace them with items that gear us more towards attack and double/triple attack. While getting this we would also need a slight amount of store TP to maintain our 5 hits so planning our options would still be needed. Would really fix a lot of DRG's problems with 1 new trait and nothing else.

Ophannus
01-25-2013, 06:17 AM
It would be nice seeing as DRG doesn't have any unique Job Traits. SAM has Store TP, WAR has Double Attack etc. Would be nice if DRG could uniquely get its own Save TP traits, if anything it would make us slightly less reliant on /SAM for Store TP. This would be a welcomed alternative to us simply getting an Attack Boost stance which I have come to terms with that DRG will never get for reasons unknown to me.

Giers
01-25-2013, 01:38 PM
It would be really nice to have something like that, as it really only scales off how many hits land in your weapon skill which lines up with our Acc.

dragmagi
01-25-2013, 01:41 PM
Dragon breaker also needs work. Ive found it wont work on some dragon type nms.

Mirage
01-25-2013, 02:42 PM
I agree. Save TP, a bit more native attack, and better "superweapons" along with improvements to the WSes of these weapons, and DRG would be a lot closer to good than it is now.

While I'm at it, I might repeat an earlier idea that was mentioned somewhere. How about a trait for DRG that was stronger the stronger your opponent was? The more levels above you the target was, the higher your attack against it would be (or lower defense for the target), as well as ignoring a certain amount (also increasing with enemy level) of damage resistance if the target has any.

This strengthens DRG against the targets where it is currently considered weak (high level NMs) while it does not make it stronger where it is currently considered strong (killing things that are close to the DRGs own level, or below).

This could either be a constantly active trait, or it could be a JA with timers similar to berserk. If it was made a JA, there could even be a drawback associated with it. Perhaps it would also make the DRG get a +DT% amount based on how many levels above him the target was. In either case, it would be like a berserk-lite, in that it would have close to the same damage boost, but only work on high level enemies.

Umichi
01-26-2013, 07:16 AM
good idea mirage, but lets make it cap at a certain amount of attack depending on how high the mob is vs you... we don't need a percentile number adjustment because then the trait/ability could be abused for mucho mondo damage (maybe)

Mirage
01-26-2013, 05:56 PM
Of course it would cap at something, not doing that would be crazy.

Ophannus
01-28-2013, 09:22 AM
Something of that nature would be a bit unfair since it ignores derived statistics and would give DRG somewhat of an unfair advantage on higher level targets in my opinion. Ignoring a set percentage of defense however, is pretty much analogous since the more defense a target has, the more is ignored and the less defense the target has, the less is ignored. Ignoring 25% of a Hill Lizard's Defense would be like raising your attack by 20-30 but ignoring 25% of Ig Alima's defense would be like raising your attack by 200-250ish(which is why I expressed the duration ought to be lower since it would be more powerful than Berserk AND stackable with Berserk in a situation like this). Keeping in mind that we can/could sub Warrior for Berserk, that we have Angon, that we may or may not also have additional attack buffs i.e minuet/stalwarts tonic/atma/atmacite, the duration of this ability (2 min) I think is fair. If it was JUST an attack boost, I'd say 3 minutes, but since it would give us a unique buff that no other job has(thus it's own icon/status) it would be stackable with LR/Berserk/Hasso/Minuets/Chaos Roll etc and could be overpowered if the duration is longer than 2 minutes.

I also want to stress again that ignoring 25% defense is the equivalent of +33% attack. Angon is the equivalent of raising THE ENTIRE ALLIANCE'S attack by 33%. The trend in FFXI is Duration<->Potency in almost all aspects. Look at BLU. The reason why many of their buffs and debuffs are so potent is because they don't last long. BLU will never get Protect or Shell because those last 30minutes and give minor boosts, instead they get short lasting but amazingly potent buffs(Cocoon and Harden Shell give exponentially more defense than Protect spells). If they buffed the duration of this JA to 3 minutes, it would have to be a very minor ignore defense, like 10-12% which would almost be like adding nothing..it'd be like a +15% attack boost for 3 minutes, which isn't bad, but I'd rather have the potency, especially given that we have other tools like Jumps which would also benefit from ignoring defense during the duration of this JA(and the fact that the wyvern would as well via Empathy.)

Jaall
01-28-2013, 04:17 PM
As DRG we already have the option of using angon (20% def down) which stacks with dia and dia II (10% def down) to give 30% def down as a whole which is close to what you're saying, and yet DRG still isn't considered good, either because Angon doesn't last that long or it's not enough. SE's plans were to allow Angon to be stackable with other effects like Acid Bolts and I can only assume Gungnir which I'm really hoping will happen at some point because it just seems logical. If Angon stacked with Acid Bolts and Dia that would give roughly 42-43% defense down. Now that would also give a lot of use to having Gungnir because that defense down could either be made 60% def down or not stack with Acid bolts but Dia and Angon to give 47-50%. whether this will be enough I don't know because a lot of people generally don't see it as anything great hence why DRG is still considered loldrg.

A way to deal with that would be to make the def down last longer (Angon only lasts 1:30 with capped merits which is close enough to the 2 minutes you're suggesting) so that everyone gets the boost permanently in a battle. This would help DRG stand out more in a fight because at the moment we're obsolete. Although I have to say, after explaining to people that Gungnir gives def -17% and quite often, it does help with invites! If people knew that DRG could give -43-50% defence, that would greatly help DRG's potential, almost as a buffer for the ally but more for itself, seeing as we have attack penalties which it seems no other DD has. Would help us keep up a little while also helping everyone - making DRG more desirable in pretty much all endgame.

Ophannus
01-28-2013, 07:24 PM
We have one attack penalty and it's on an obsolete WS(unless you have mythic).

Jaall
01-28-2013, 08:50 PM
I meant penalties facing attack choices - /sam being our only option, no useful JA's etc etc, all the reasons you have outlined yourself in a lot of your posts.

Giers
01-29-2013, 09:43 AM
Hmm what do you guys think about our wyverns mimicking our attack rounds up to 4 attacks.

So if you crit two times an proc a triple attack, so does he. This kind of buff would never let us go beast master mode I guess, unless we toss on a quint spear an go to town xD. Obviously this would let him gen more TP, which would go well with the buff too his attack an breath damage he so badly needs.