The ability is fine. There's literally nothing to change and I doubt they will adjust it.
The ability is fine. There's literally nothing to change and I doubt they will adjust it.
Just learn where to stand if you are a melee. This game isn't hard and neither is having two different abilities that are 50/50. Just play on the rear/flank line. Here this guy made this a while back, check it out, should make it real simple.http://forum.square-enix.com/ffxiv/f...threads/222765
I think the ability is fine as well and easy enough to change positions for either move. Though I would have liked a new jump.Wheeling Thrust looks really nice.
Of course I am only a new Dragoon, so I am sorry. ^^;
+1
I don't like the skill tbh but it's undoubtedly doable and like mentioned before it'd be better that we learned WT at the same time as FC. I'm more butt-hurt we didn't get another jump which is mostly why I hate WT so much.
I find the implementation lame (like proposed earlier, tie them to FT and CT rotations for predictability) but can live with it. The fact it wasn't a jumped killed me, even if it looks cool.
There is nothing 'fine' about them copy/pasting one attack onto two buttons. At best, its laziness. Positionals in and of themselves, while absurd, arent the problem. The problem is that they copy/pasted just so they could throw in a random factor that wasn't needed in the first place. SE seriously effed up quite a few of the new ability sets, drg being one of them, and there's a hell of alot they do need to change, as they're already losing players.
Im not saying its impossible to do, but the entire design is heavily flawed and in dire need of reworking.
It's easy to say that without being privy to the discussions and plans they had. Your scenario assumes something like they were running out of time and just copy/paste the same ability, change positional and called it done. It's very likely they planned for there to be an rng element to the rotation.
We can agree or disagree about liking the new abilities or not, but we shouldn't try to figure out their logic behind the design. As mentioned in this thread and others, it would actually be worse to have 2 different abilities. Just spend a moment to think about if they were different abilities: 1) different potencies = this could cause inconsistent damage as you could get stuck on the lower potency or higher potency move repeatedly. 2) different effects = one with damage one with dot, same as the former, you could get stuck on the dot repeatedly or not get it all, 3) different debuffs = same as the former, you get stuck on one, etc etc.
So in reality, it's best that 2 are mostly the same outside of positional requirements, there's not disadvantage from getting stuck on one. Now if they untied the moves and had one for IDC and one for TTT, then yea it would be extremely lame to have copy/paste ability. But then you'd probably have people complaining that it's too easy and not interesting. The rng does add some flare over a straight-forward, mundane rotation, whether you want to admit or not. As it is, however, the current FC/WT dynamic is for the better.