I don't feel it is a rework needed but a buff to DPS ala the BLM buff a few months back. A rework to change the mechanics isn't necessary but they do need to be brought closer in line with what other melee dps are capable of doing.
I don't feel it is a rework needed but a buff to DPS ala the BLM buff a few months back. A rework to change the mechanics isn't necessary but they do need to be brought closer in line with what other melee dps are capable of doing.
Less QQ more pew pew.
People talk about theoretical caps and server 1st progression groups as if it impacts their gameplay. Drg is fine for anyone who actually posts on these forums. And please tell me where these spinning like a top raid bosses are? If you can't land 5 positional moves a minute then you don't know the fight well enough or your tank is trolling you. Raid bosses only turn at specific times to do specific moves. The rest is locked onto the tank. These fights are robotic ally scripted and 100% predictable and telegraphed. You missed positionals? learn the fight. You die from jump lock? Learn the fight. Every job has to learn every fight to stay optimal and deal with their specific issues. So does drg. Get over it.
all this does is remind me of ffxi back in the day with no one wanting a loldrg in pt before the two hander update. Right now no one knows what is going to happen once the lvl cap is raised and what job will be on top.
Hopefully the devs are watching FCoB groups and what's going on, and with 2.45 DRG get a buff to help them out
To: Yoshi P and the Dev Team,
I agree with the Original Post and sentiments in this thread as well. I don't even play Dragoon and I see the unbalance and bias against Dragoons in various Coil Parties already.
Yoshi P, you claimed the reason you wanted to simplify and dumb down XIV 2.0 (including removing the Elemental Wheel and minimizing various secondary Stats was to ensure "Balance"). You keep mentioning not wanting various Jobs to be left out, and yet ironically here we are, and...
We have Job Imbalance (again).![]()
Please make an adjustment to Dragoons to improve their desirability for End Game.
There are great suggestions here already, such as Chaos Thrust tweaks, or heck, giving them much higher Magic Defense (as a trade-off for Positional requirements), or if you insist on the Lowest Magic Defense in the game, then give them the Highest DPS to compensate.
It's like you gave them HALF of the "Glass Cannon"-stereotype (paper thin defense), but didn't give them the "Cannon" portion (highest DPS) to balance it out.
Thanks.
Reading the OP brought back those times when you are trying to start an CT combo and you just can't get the ID correct because the tanks keep moving the boss or the boss decides to do a skill on some random party member and just keeps spinning and you just can't position yourself because of the lag on european servers because when you see the bosses position as back, it is actually not back on the server... So you eventually get the ID correct with the 3rd time in which time you have wasted 2 GCDs on 100 potency skill and the timers on your HT buff are fucked and all the DoTs haven't been applied in time and in general you have lost all the nice time on bfb and what more... and you are just swearing at the damn boss that decided to turn at exactly that moment (t7 fireballs on the ranged deeps anyone?)
You're not understanding the argument. Back when it was just Monk and Dragoon, Dragoon did something different than Monk and thus had a place in the party. Now that Ninja is out, Dragoon has lost that niche. Ninja does Dragoon but better. Dragoon no longer fills a niche and thus has a risk at being discriminated against.
Wasn't said that NINs have low pdef? I guess thats "balance" but most attacks, especially in raids are magic based, especially unavoidable aoes.
MNKs and NIN have increased movement speed to help them dodge ground aoes. DRGs have elusive jump but that only available every <2m
At least make each jumps potency higher, or guaranteed crit
If you look at it from a potency standpoint MNK NIN and DRG are all very similar with their potential base-potency the problem is buffs.
Monk gains significant bonuses through Greased Lightning stacks and a straight 5% DMG bonus while using Fists of Fire.
Ninja has many of it's higher potency abilities behind mudra combinations but it also is granted a static 20% DMG bonus with Kiss applied.
Dragoon has no static bonus or building bonus on it's damage output - that's all that holds it back in my opinion. I would rather see a static bonus or a stacking bonus that Dragoon can apply than upping it's Jump potency or changing it's play-style too drastically.
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