2.4 has only been out for about 2 weeks now. DRGs already received a buff in the form of decreased cool down for some of their jumps.
I'm pretty sure NIN will get a nerf eventually. Theyre just thinking what that'll be





2.4 has only been out for about 2 weeks now. DRGs already received a buff in the form of decreased cool down for some of their jumps.
I'm pretty sure NIN will get a nerf eventually. Theyre just thinking what that'll be
The buff they received in the jump department was mainly for gap closing capacity than an actual damage buff. I mean, it barely added anything in the damage department.

I'd just like to see elusive jump remove heavy in t11, I know its not even supposed to happen, but still would be nice.
As someone who loves blm and trolling, this guy is just… bad both at blm and trolling
Blm gameplay wise, undermines the usefulness of virus and efe, no mention of apocastasis and leth@rgy, equating the uncontrollable directional factors with controllable factors like switching target before they die and auto face (do you know you can do that? LOL), and are you seriously saying astral fire3 is harder to boot and maintain than gl3?
Trolling wise, welp if it is not ironic at all it is just bad trolling


A few things here. First off, the numbers have been run countless times and, no, the extra 6% damage bards do (because Disembowel doesn't affect dots) does not make up for the difference in damage that exists between DRG and Monk both being played to maximum potential, and now that some groups are running a ninja instead of a bard (I've seen two on my server alone) even that is becoming a non-factor. Look at my previous post (bottom of page 22) to see exactly how DRGs' "utility" stacks up against the other melee jobs. Also, there are many cases of people noting exactly how significant the lack of MDEF is, and trust me, it's more noticable than you seem to think. Now, that said, I agree that the job doesn't need a large fundamental change in how it's played, it just needs some buffs to numbers to bring it back in line, and maybe a small adjustment to utility which we really do lack at the moment.They do less damage as we have touch on earlier because they buff Bard damage, which in turn makes up for the damage loss. The whole magic damage argument has been going on for a long time, I am neutral on it, I do not think it is a necessary change, dragoons aren't just falling over to raid damage unless they were not topped off which is either a healer issue or the dragoon is taking extra damage from other sources than the magic damage. The group utility was touch upon earlier in the post as well, 10% piercing debuff as well as the option to use untraited mantra.
My personal opinion on the matter of Dragoon buffs? They do not need a fundamental change. Buff heavy thrust damage boost to 20% and end all the crying.
Looking at Jumps in comparison with Ninjutsu abilities is legitimately embarrassing for the Dragoon. Even then, Jumps are probably the least of their problems where the core of the problem is literally the flawed concept the job is based around.
I'm trying to find the interview where Yoshida and the developers basically said Dragoon was meant to be an easy, entry-level job and as such, they had no intention of buffing it. If they're still running with that concept, why even bother with making end game Dragoon gear if it's supposed to be entry-level and intentionally under-par?
Back when I mained DRG I honest to god thought that having even a second thunderstorm on you meant hard-coded instant death no matter what and that there was no avoiding it, because of how much damage they do to us even with one ball out. I also thought Ancient Quaga in ST was designed to instantly kill people instead of severely damaging them. After I switched to NIN I realized I could actually take a second thunderstorm and live, among various other things. This is NIN, which we're told frequently is the 'most fragile' melee DPS of the three by NINs who desperately don't want to get nerfed.
That's how bad DRG's MDef is, people.
video games are bad


There's a reason most WARs don't use untraited mantra even when they have access to it. 5% isn't that special when we're talking about healing alone. If it were healing & increased health by 5% or it was 10% healing, that would be more useful, but as is it's only good insofar that it's better than nothing.As mentioned in many previous posts, you have the ability to increasing a bards damage by 10% over the course of an entire fight. That is significant. You also have access to untraited mantra which I see Alot of people scoff at because "its only 5%", don't matter, every bit helps.


I say get rid of the directional combos; they're outdated at this point and have been stuck to dragoon since 1.0. They worked fine back then, for the most part, because the game was much more slower paced than ARR, but the 3-4 delay is what made it hard to work with. Now, it's just a chain ball attached to their leg. For other jobs it's not as big a deal and can be worked with, but it feels like an overly heavy burden upon dragoons in particular. My friend also says to greatly lower all jump cool-downs even further. More jumping would make them more unique to what a dragoon is supposed to be, plus it would create more weaving and extra dps. We figured giving it a temporary skill-speed buff like ninja has, but figured that would be way too overpowered in the end. Increased potency, greatly diminished jump cooldowns, and removing all direction-based combos (or at least limiting it to one ability, like ninja's sneak/trick attack) would balance things out more. I say we see how it fairs up then before doing any further tweaks to it.
DRG is by far the job I enjoy playing the most at the moment, I hope they won't change our positional requirements. I really enjoy having to predict the bosses movements and positions to keep my DPS going (like, I don't know, when Melusine turns around to throw a fireball when you're about to use Impulse Rush), you get rewarded for learning the fight or paying extra attention and this is something I like. That being said I still feel like we need a DPS boost, no question about it. But please don't make the job easier to play :< playing an under-valued job has its perks.
Last edited by QCrimson; 11-12-2014 at 10:20 AM.
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