Who says the fixes won't be included in 2.45?This needs to be addressed sooner rather than later, this class can't afford to wait 3 months for fixes. There will likely not be a re-design of the class in any meaningful way, it'd be nice but after watching what happened to Black Mages there will probably be just potency buffs. Simply adjusting numbers shouldn't take 3 months. These things get hotfixed incredibly quickly in other big budget titles.

Do you happen to know that date? Expansion will be by April-May '15, split the difference from now and that's mid February. Dragoon can't wait until mid-February for fixes, other games hotfix classes on a weekly basis. We can't wait for months.

Posts like this make it sound like dragoon is less than useless, not fun, and a dead class. I think a lot of people are overreacting just a little. I play dragoon and still wreck content and progress through coil just fine. Dragoon is not THAT broken guys

Not fun? The amount of damage this class takes on Turn 13 isn't fun. The amount of healing required to keep it alive in Bennu phase on Turn 12 isn't fun. It isn't fun to do 10-15% less DPS than a Monk or Ninja assuming perfect conditions in regards to fight mechanics. The way the class plays mechanically feels really good, otherwise I wouldn't bother with it. The performance on the other hand is another story all together. Ask my healers just how fun it is to have to have to spend all that extra mp prepping me for Megaflares on Turn 13 when other classes can survive it without extra babysitting.

Give us a wyvern and we good :>

Sorry for this, I know some guys will be very angry, but "Where is my wyvern ?" Do you not think a pet that do only Physique damage like a support pet, will not be good ? If this wyverne have the same resistance like other pet it can be a good solution no ? I don't speak about a big pet who does massive damage, but just the damage DRG need to be the same other DD. For the position of the pet, it follow the DRG all the time like a shadow and don't need to be located. Seriously this is really impossible to do ? It can fly or just stay on your shoulder and bite some time your enemy.
hahaha same idea.
Last edited by Lovekill; 11-20-2014 at 05:18 PM.
I'd really like to see something done with a Keen Flurry and Power Surge revamp, preferably in such a manner as to make Dragoon the king of (not necessarily opening) burst.
I really don't think Dragoon ought to have quite the dps of Monk, and probably not much if any more than Ninja (especially a War-assisted one), but it should be within 5%, for sure. The main thing to me is increasing the skill gap proportionally to the increase in dps ceiling, and in a way that feels versatile and tactical rather than tedious. I like that Dragoon feels highly punctuated (read: rotational), but I can't help but feel like there ought to be something more to it than just hitting the CDs as they pop while running the same rotation repeatedly. I'd also like to see that "skill gap" steered away from things that are better described as simply bearing with annoyances than true skill, i.e. absolute positional needs (as opposed to 'large bonuses') and taking increased magic damage even without misusing B4B.
Ideally, I'd like to see KF used as a burst tool, similar to its 1.0 use (in this case duplicating an ability [for DRG, most sensibly Full/Chaos] without combo/positional/stance requirements) on a 30-second CD or so, and Power Surge turned into a way of steadily cranking up the DRG's numbers with each instance of incredible burst damage [for instance, gaining AP based on the damage of the last attack], or at minimum a way to increase the frequency, power, and/or synergy of Jump/Dive/Leap abilities.
(Basically, I'd like to see DRG more easily able to multi-dot during Trash pulls, burst down adds, and eventually (if all goes well over a long fight) hit with either Full Thrust or Jump for significantly more than a Flare.)
In a similarly opportunistic vein, I'd like to see Jumps ignore most forms of AoE damage not aimed at or centered on the Dragoon while in the air, allow for a change in landing position (as if moving about the point of origin) during Jump, Dives, and Leap. I realize that this will increase the casualties of over-confident Dragoons, but it should aid those who really do deserve the job.
Your feedbacks would be very welcome in my thread sir :Not fun? The amount of damage this class takes on Turn 13 isn't fun. The amount of healing required to keep it alive in Bennu phase on Turn 12 isn't fun. *snip* Ask my healers just how fun it is to have to have to spend all that extra mp prepping me for Megaflares on Turn 13 when other classes can survive it without extra babysitting.
http://forum.square-enix.com/ffxiv/t...efense-and-2.4)
Been trying this last few days to gather on the desk solid feedbacks about dragoon's low magic defense and how you have to handle it in fcob but my thread is trashed by haters :/. More feedbacks about your own experiences as a dragoon would be very appreciated.

Just a note to people who are making suggestions for Feint and Keen Flurry: Both of these abilities are usable for every Physical damage Job. Any changes to these abilities would have to occur Trait-side as changing the ability directly would benefit every class that could use it. To date, Square Enix has not modified any Class Traits that I'm aware of, only the abilities themselves. Warrior changes were the direct result of changes to abilities only. Black Mage changes were the direct result of changes to abilities only.
All class changes have only been the modification of abilities only, not traits as far as I'm aware. Ergo, suggesting changes to abilities that can be slotted by other classes aren't viable from a development point of view. Suggestions should be limited to Lancer/Dragoon only abilities as that is the most viable feedback to give the developers. They won't add brand new abilities either. This leaves us with straight potency buffs, or tacking on utility to already existing abilities.
My personal suggestion:
The most reasonable request to buff our damage would be to add potency to Phlebotomize, Chaos Thrust, and Vorpal Thrust.
Vorpal Thrust 200 > 220
Phlebotomize 170/25 > 170/35
Chaos Thrust 200/30 > 220 /40
This seems like a reasonable request, makes Vorpal Thrust worth using at low level (currently Impulse Drive spam as a low level Lancer is the highest damage outside of Life Surge cooldown before you get Full Thrust) and ups our sustained damage without adding too much to our burst.



Not only that, but Feint and Keen Flurry are honestly worthless skills for Dragoons. I can count on one hand the number of times I've actually used them in combat because they're GCD skills that require a combo/rotation interrupt and what you get out of them just isn't worth it. MAYBE Keen Flurry in a situation where I have to do some temporary OTing, but other than that, I never use them now that I'm on endgame content.
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