As the title says, the media tour embargo for Dawntrial is now lifted. Dawntrial job info is now available. Gamerescape has a compendium for all jobs. What are your thoughts on the design of the Dawntrial job?
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As the title says, the media tour embargo for Dawntrial is now lifted. Dawntrial job info is now available. Gamerescape has a compendium for all jobs. What are your thoughts on the design of the Dawntrial job?
For me, I think DRG is more or less the same as it is now. It will have a bit fewer ogcds to weave during the burst window in the Dawntrial. The replacement of Spineshatter Dive with a version with no damage will increase the mobility of DRG, which is nice.
FINALLY!!! :D
Viper is looking good! People pretty much figured out how all the skills worked from the live letter footage so nothing new came up today. Already made a note on how to set up my hotbars on release.
I'm liking the new card buffs. It's been a while since AST had 6 different cards.
Some of the Scholar changes are cool, but I'm not at all a fan of the damage spell we got. We only get to use it every 2 minutes, and it's an OGCD, which we already have tons of. I'd much rather just have an instant cast damage spell with a recast timer on a cooldown for double weaving and dealing damage on the move.
The healer changes are actually worse than a joke
I genuinely cannot think of a single change offered here that is actually good unless e dyskrasia doesn’t overwrite e dosis
Otherwise they seem to be in the throw pins on the dartboard phase of healer design
The opposite. We will have the same or more weaves than now, particularly due to the potency changes to FT/HT and the 5th GCD Drakesbane (DB), although of course potencies can be adjusted. Curious choice they made. The job is quite similar but some things were removed just because (e. g. the gauge).
The filler will be less involved, as expected, but the burst will be stronger, especially at 1-minute.
They did not go through with literally most of what they said. It's quite strange.
Okay great we get a second non interactive DOT on a single healer, whoop de doo.
The collective healer changes are hot garbage and 4 less dosis casts per 2 minutes isn’t saving anything
I think for the new 2-min window, DRG will have the following OGCDs removed:
1. Dragon Sight
2. Spineshatter Dive *2
3. Nastrond*2 (Right now, you can use it 3 times for every life widow. In DT, you can only use it once per life window)
The following OGCDs will be added during the 2-min window:
1. Rise of the dragon
2. Starcross
In total, DRG will have a net loss of 3 OGCD usage for every 2-minute burs in DT. (Or 2 if you count only the 20s duration of most buffs, as 1 of the Nastrond is outside of the 20s buff window right now)
Please let me know if I miscounted something.
Is picto released yet?????
I need picto to be released right now! QQ
Will be interesting to see how many improved scholar skills I'll actually be able to use when the tanks got even more buff and self-sustaining than they already are. :D
Time to embrace the broil mage!
Entering LotD grants you 3 stacks of Nastrond with a 2s cooldown. This is one of the most curious changes they made although the consequence is that LotD is basically an oGCD Enshroud phase now but without the ability to end it.
The two SSD removed are simply the new oGCD follow ups. These two facts alone make the weaving neutral in 120s bursts.
However, you also want to try and enter all 2-m windows with 2 LS charges due to the potency changes I mentioned earlier, whereas before it wasn't that impactful if you missed one. Ideally, you'd also use 2 WWT but this isn't always possible.
This might also mean going back to the issue of having difficulty to weave True North, Sprint or Feint during 120s bursts.
The job is as busy or busier than EW, which I personally enjoy. The 60s windows are also more involved and practically equal to 120s ones.
What I do not think is a good change is making the filler more boring and removing gauge elements. Mirage Dive could give one scale at least so that there's some interaction. As many of us thought, actions just deal damage and the kit feels disconnected with the exception of GSK, LS and WWT.
The description of Nastrond has been changed from "Can only be executed while under the effect of Life of the Dragon." to "Can only be executed while Nastrond ready."
If you read the tooltip of Geirskogul, it says Grants Nastrond ready. (No mention of stacks) Hence, you will only be able to use Nastrond once every life window now. ( Please also see edit below)
Also, DRG is losing Spineshatter Dive. The winged glide that replaces it has no potency.
Edit:
Now both of you are mentioning 3 stacks for Nastrond, maybe it was there and it was missed from the tooltip?
For LS, surges, while you do want to have 2 charges now, I agree the change of potency would make it more important to have it in DT.
For, WWT, I think it is the same as it is now. As DRG has the same rigorous rotation, it would be like if it fits it fits.
I suppose, overall it would be OGCD natural compared to right now, with more emphasis on having 2 LCs.
For the removal of interactions between HJ->Mirage Dive-> Life. I suppose it would make fight-specific optimization easier/shallower, i.e. no more starting the fight with HJ for an extra eye in DSR. Whether one likes it depends on how much one likes fight-specific optimization, I suppose. I would reserve my judgment on this matter until I see more of the instance design in DT.
I got my info from watching MrHappy's video, you do get stacks.
Dragon Fire Dive gets a followup called Rise of the Dragon and Stardiver gets a followup called Starcross.So, if anything, you have the same number of oGCDs, with Dragon Sight getting replaced by a Nastrond and your 2 SSD being replaced by RotD and Star Cross.
Looking at the info graphics, the 3 stacks of Nastrond are mentioned in the level 70 trait for Life of the Dragon.
You can check the tooltips here: https://gamerescape.com/2024/06/06/f...-with-dragoon/
The 3 stacks are mentioned in the Life of the Dragon trait at level 70.
I'm here to complain about dragon sight going, Dragoon was a cute mini dancer now it's gone and I'm sad.
"Hey-hey, are you not happy that they put more healing in your healing?! We got an upgraded aoe healing GCD for ALL healerzz, this is gonna be so cool!!! Can't wait to press my Medica III for the entire fight!"
...Yeah, very cool abilities, can't wait to neglect them for 97% of the game's content and keep spamming Glareoilificosis, while Tanks continue to be immortal in normal difficulty content :P
Embargo is gone?
Finally! I wasn't too hyped when i saw DRK so know i'll have a better idea of the gameplay and it's ability effects
So let us see, is it good or is it ba.....
....So from what i heard Viper seems to be a fun class right? i might try it.
Personally not a fan of the Sonic Break change for Gunbreaker. Sure, they removed another failure state with this change, but all that really does is service the small minority that couldn't figure out that Sonic Break was best used with No Mercy to begin with while locking out potential future changes. Just a really frustratingly redundant change.
Semi-neutral on the gap closer change. On one hand I get why they did it, but again it's just an annoying anti-fail state change. I had similar annoyances when they changed Monk's gap closer to be damage-less, but at least they could use it to catch up to other party members. Otherwise, meh.
I am glad to see how the Lionheart combo will actually operate under Bloodfest's combo. There were a ton of ways I saw them implementing it and was concerned with most of them. I can actually see myself working this out without having to utterly blender my No Mercy window.
New Nebula's neat. No complaints there.
Poking through Viper's skillset. I'm quite interested in trying it out.
I'm so bummed after reading some of those jobs that I just don't even want to play the game anymore... except for pvp.
This is the epitome of laziness, and listening YoshiP telling us that balance is starting to homogenize the jobs too much but they're gonna homogenize more ANYWAY feels like a gigantic middle finger.
They gutted AST again. At this point I'm not even surprised anymore. I'll just quit being a main healer entirely, since AST was the only healing job I was interested in.
As for the other jobs I play: SAM, SMN and MCH are fine, at least in my eyes. They were not changed that much, so there is not that much to say.
I'll try out Viper and am excited for Pictomancer though ^_^.
I say this time and time again, they listen, but they take ages to apply any significant changes with things they dont deem completely broken. If Yoshi P mentioned they'll do away with homogenization it aint happen till at least the next expansion if not beyond even that...
Most of the jobs look like they are more or less the same. I'm overall disappointed. The complaints I had with some of the jobs weren't even addressed except for one.
Not suprising, consider SQEX is located at a nation which it's government still use floppy disk to store documents and datas, only to be update it at years 2022.
This is according to a friends that work at Japan as a foreign worker, this is what they said,
When working with Japanese, the first things to expect is their professionalism, and the last things to expect is their effiency.
So what's the consensus (from a non-biased standpoint)? Is it essentially EW 2.0 or have jobs been changed for the better in any form?
This basically confirmed my fears that most of the jobs weren't getting any particularly significant additions to their kits and it's almost strictly follow-ups to existing cooldowns.
SGE is one of the odd exceptions for having a new nuke button and a second DoT that's actually a very slight DPS gain.
Wouldn't be surprised if Yoshi-P knew this expansion was going to flop which is why he "teased" about doing "job reworks" in 8.0. Asking players to continue playing the same thing they've been playing for for the last 4-5 years for an additional 2.5-3 years isn't going to cut it, especially since there is no longer a 10 year long story wrapping up to hold people's attention. I also expect them to be unable to deliver interesting fights throughout the expansion (like barbariccia) and get many stinkers like all of Myths of the Realm which will further bore many players causing them to leave.
Anyone has the link from where you guys are reading this? im confused.
I feel like they stayed the same based on what I saw but I did not read up on Phys Ranged. I just know MCH pretty much plays the same and Flamethrower is still garbage. They just have extra cool stuff to throw out once in a while.
Most of the classes really suffer from the "another finisher" effect.
I never would have guessed they were all high potency 2m buttons with aoe falloff, very original se good job