There's lots of things that are missing from the job outside of having quicker access to AoE. this is the fastest I've gotten bored of it out of every expansion, i wish they would of just kept the heavenward rotation and improved on it.
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There's lots of things that are missing from the job outside of having quicker access to AoE. this is the fastest I've gotten bored of it out of every expansion, i wish they would of just kept the heavenward rotation and improved on it.
I'm not sure if it's a dumb idea or not, but I kind of want a low potency GCD based jump skill. It's annoying when I have to move away from a boss while all my jumps are on cooldown, end up walking back into attack range like some kind of peasant.
Obviously said skill wouldn't break your combo, that would pretty much defeat the point of having it.
I agree on the Fang & Claw and Wheeling Thrust extended timers and also Disembowel refreshing for AOE combo.
Another thing I believe needs mentioning (unsure if someone already did)is how DRG will become the only melee that loses something during long transitions/downtimes/cutscenes.
I feel losing eyes makes no sense at this point especially since DRG cannot really build any type of resources like the other 3 melees.
It used to be a problem on Sam back in stormblood as well, when you couldn't simply reset your Sens every five seconds. But since they nuked Hagakure into the ground, it's not really an issue anymore, for better or worse.
I believe that next expansion will see one of two solutions.
The first one being that Mirage Dive fully opens the Eye at each use, which would speed up Dragoon's gameplay by a lot tbh, as well as making him able to reopen/open at full force.
Or you will see the ability to bank a fully opened eye for later usage, maybe like Polyglott stacks. I doubt that the second one will be chosen however, as I see the Eye works much more like Black Mage's Umbral Heart, which disappear as soon as your timer runs out. The difference being that for Black Mage, it takes two GCDs to get them back entirely, or just like when a bard disengages and loses its dot refresh. But for the way DragonBlood is built/coded, I doubt they'll bother remaking it from scratch.
So I think they'll probably go for the first route, which we've already seen happen with SMN and Summon Bahamut.
One of us might be misremembering but my memory of DRG in HW is just a more clunky version of the current DRG with a few skills (Like new stardiver etc) missing. I really don't see it having changed that much. Don't get me wrong, the current one can absolutely be improved upon and I've seen several good suggestions in this thread. But are you sure you actually grew tired of Dragoon quickly because of how it's changed and you didn't just grow tired of Dragoon period?
Having played WoW side by side to this since 2.0, if there's something Square is generally good (which is not rly a high standard) at it's not completely reworking classes (and other systems) every expansions because there are some parts of them people dont enjoy.
I didn't play DRG in 2.0, only switch on HW release. So I don't rly know how from personal experience of DRG in 2.0 but I've heard the stories and I saw my fellas dying a lot haha. But from 3.0 and onwards I think they've mostly stayed true to what made it fun while mostly managing to add some QOL stuff and new cool abilities.
For god sakes can we get Sonic Thrusts and Battle Litany to change places in our progression chart? Dragoon is a bore to AOE with its 2 skills 1 being 120 CD. Or just overhaul the Aoe process.
Also maybe a way to reset Disembowl through aoe
Dragoon's been one of those few jobs that's been consistently good and given appropriate attention from the devs as it was needed. Monk, hasn't.
All I want for DRG in 6.0 is a GCD Tornado Dive specifically for breaking combos and BotD when they have to deal with upcoming downtime as Shurrikan has already out reasoned my poorer DRG suggestions in the past and clearly is doing so again to some other soul who can't math.
it wasn't given this attention in ARR until last cycle the exception is Monk just not got the same treatment DRG did in ARR, even though it wasn't nearly close to that mess (required positionals to continue combos, no positional no buff.)
but that ultimately doesn't matter as of now because there will be a fix shortly.
I'd say that melee damage was lacking compared to casters this cycle even versus casters with higher mobility. it feels a tiny bit off from where it should be to say the least, we will see with the full patch notes.
I'm not entirely sure about that last micro-aggression, i don't think it's an accurate method of gauging someones math skills through discourse on a game forum.
Let's just hope the same jobs that have experienced issues this huge don't go through it again.