Quote Originally Posted by karateorangutang View Post
First off, I'd like to see if function how it did at e3 too.

On the subject of homogenizing DPS jobs. It seems to me that if they removed the positionals on those movements they would either have to lower the potencies on them significantly, or up the potencies on other job's positionals to keep the balance of the melee DPS going. If you remove the positional abilities from the DRG's rotation it becomes easier to attain optimal dps in almost any situation. That makes it more valuable than other dps classes. To balance this they would have to counter it with a nerf to the potential damage of DRG or increase the potential damage of the classes that do utilize positionals.
I honestly like the positionals that DRG gained. It makes the job more tense and exciting for me, but I also enjoy monk.... so yeah. Adjusting the positionals now though would be a slippery road for SE.
I would consider trying to keep Blood of the Dragon up to use the finishers is where the balance in damage lies, just in the same way monks need to keep Greased Lightning up. Obviously there's using the positional bonuses to great effect for greater damage output, but monk and dragoon utilize positions in a different way, and dragoons just don't need to have such a random mechanic at the core of their already new mechanic. It's not even to say that they should remove the positional bonuses, because that's where dragoon's utility lies - in knowing where you should use what skillchain for the most damage, it's just the randomization that forces the player to move is so utterly unnecessary and does nothing but get in the way. You might find it exciting, and that's fine for you to feel, but mechanically it just makes zero sense, it's a terribly designed hindrance. There's already more than enough in the game to waste a combo's proc duration, we don't need one built into their newest mechanic :/

Quote Originally Posted by Syrus_Draco View Post
Not too different with the ones we have, HT and CT, due to the fact that we have knowledge where we should be in position for the bonus damage. Having the player paying attention to a SINGLE proc in their rotation to move to the correct position does not feel like a drastic heavy change. The biggest change is being able to maintain Blood of the Dragon and when to use GK. That is where I find the strong challenge lies, not in "I'm missing 100 potency due to reasons"

There's plenty of drgs running around that don't give two shits of positionals and do HT and CT in any direction.
Certainly, it isn't too different from Heavy Thrust and the like, but where it does differ is the problem. It's not that it's too hard, it's that it's stupid, and unintuitive, like, hey! Remember when Shoulder Tackle, your one and only stun move needed to be done from a distance, despite the urgency of its use 98% of the time being while you're right next to the target, where a monk needs to be to even deal damage? It was dumb, and they finally changed the skill to work from any distance, not just from a certain distance away. This is what I'm getting at, it's a totally unnecessary element to the skills, and it's even worse because the finishers already have an element that requires more awareness.

And why should you just be okay with plenty of dragoons who don't care? You sit here and tell me "Wull, learn your class and git gud" but then wave off the entire reality of those who just don't care to "git gud." Perhaps they don't care because they realize how stupid of a mechanic it was to put in place in the first place.