Yeah, there's nothing of value that person can provide to this conversation. What a waste of time.
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Anyway, an idea that finally clicked for me as a better option than this is, as many people have suggested, working Life Surge into being a trait rather than a button. I was struggling with it before due to not being able to think of a way to cleanly adapt it, but it's really not that difficult to do in a way that would likely not even change the balance of the job very much. Just make Life Surge a part of Lance Charge, so during Lance Charge any time you use Full Thrust, Heaven's Thrust, and upon the upgrade at level 88, Drakesbane, the skill automaitcally crits. Doing this frees up those button presses allowing the return of the triple Nastrond, and makes burst windows still feel satisfying from a damage perspective due to the guaranteed crits.
Stop replying to the monkey
Coming here to voice my support, this is one of the worst job changes to take place since I started playing in Shadowbringers. What is the job design team thinking? Is nothing sacred? If you thought the job was too busy, maybe you shouldn't have given it two boring, generic followups to its iconic jumps, and instead focused on iterating on its gameplay in any meaningful way. I haven't even finished leveling the job to 100 because I already disliked the removal of the eye gauge and the changing of Geirskogul to a 60 second button, but now I know not to bother at all. It already feels terrible to play at level 90, with practically nothing going on in the burst. Get it together, revert this change, and please actually think before making a decision like this next time.
I just posted in the JP subforum thread providing the following feedback:
- Returning NAS to 3 charges
- Reworking Life Surge into a weaponskill with similar functions and, perhaps, giving it the ability to provide a scale
- Mirage Dive should give a scale when used
- Exploring a more unique way of ranged uptime tools by making our weaponskills have 5-6 yalms either permanently or temporarily through a buff.
- Since one of the core features of DRG are its oGCDs, not to reduce them anymore and instead to actually increase them
Feel free to like it there, too, if you agree.
Just adding my voice to this. I've played DRG as my main since Stormblood, but I hated the 7.0 changes so much I dropped the class. Gutting it even further breaks my heart. I hate that it feels like melee classes are being smoothed down to be as palatable as possible to people who don't play them; I felt that there used to be a scale of "intensity" between the melee classes that's just being lost more and more as time goes on. I played melee because I loved the challenge of managing my rotation against the fights. I barely feel that joy anymore with melee classes, and definitely not in DRG's current state :(