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  1. #1
    Player
    EnumeratingWishes's Avatar
    Join Date
    Aug 2013
    Posts
    6
    Character
    Radon Sadou
    World
    Lamia
    Main Class
    Lancer Lv 15
    Quote Originally Posted by Souleater13 View Post
    I am late to the thread but just want to share ideas:

    "What if" Wheeling thrust also had a chance to refresh Dive cooldown and Fang and claw had a chance to refresh jump cooldown.

    or

    the combos would activate Fang and Claw 100% and Fang and claw would activate the use of "Wheeling Dive" which would be another ogcd jump move that had a timer on its activation.

    keep positionals on the skills and either idea would be adding more jump action which some say and I agree with needs a little more and would take away the boring that currently the skills are practically the same thing.

    Why put more rng into the equation? Easiest solution is to give us another jump. It's blasphemy that NONE of the post-50 skills were jumps.
    (0)

  2. #2
    Player
    fm_fenrir's Avatar
    Join Date
    Jun 2015
    Posts
    255
    Character
    Makasita Fenrir
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by EnumeratingWishes View Post
    Why put more rng into the equation? Easiest solution is to give us another jump. It's blasphemy that NONE of the post-50 skills were jumps.
    One of the two fourth hit skills is a jumping attack animation, but I can't remember which one. I think it's Wheeling Thrust?
    (0)
    #gitgud

    Ongoing mission: Tank everything on DRG. On purpose.

  3. #3
    Player JackFross's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    680
    Character
    Eve Malqir
    World
    Balmung
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by EnumeratingWishes View Post
    Why put more rng into the equation? Easiest solution is to give us another jump. It's blasphemy that NONE of the post-50 skills were jumps.
    No, thanks. We already have 7 jumping skills to use per every 2 minutes of encounter. What cooldown would you give the new jump? What potency? Where would we even fit it in the opener?

    Also...
    re: refreshing Jump/SSD cooldowns:
    That would boost the dps of the class. We don't need our dps boosted. We're exactly where we should be.

    re: new jump move
    See: above.

    re: SO BORING
    No. What's boring is levels 56 and 57. I recently finished leveling my alt's Dragoon. The most awkward stretch of levels was 56-57. Having *only* Fang and Claw feels weird and wrong, like something is missing. Maybe because I've been playing 60 DRG for so long, but eh.


    All of the people suggesting changes completely ignore the very important thing called game balance. Each jump skill is a significant portion of your overall DPS. Adding another one would boost us EVEN HIGHER and make the opener even MORE button-mashy than it already is. I'm all for injecting complexity into the job and making it fun to play. Which is why. I say people need to get over 3.0 DRG skills. We get an amazing utility skill to inject much-needed raid utility to the class. And then we get a new mechanic to inject life and fluidity to what was an incredibly rigid class in 2.x. The RNG nature of the fourth hit of the combo *adds* to this fluidity. It's part of the flair and flavor of the class.

    My honest opinion is this:

    If the RNG nature of FaC and WT is enough to make you so mad you need to complain about it in this thread, why are you still playing my class?
    (1)

  4. #4
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    583
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by JackFross View Post
    If the RNG nature of FaC and WT is enough to make you so mad you need to complain about it in this thread, why are you still playing my class?
    Because it was a complete and utter waste of development time and money since it serves no purpose and should be re-worked to do something other than give artificial difficulty to the class and take up hot bar space.
    (0)
    Last edited by Seku; 11-02-2015 at 03:12 AM.

  5. #5
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Seku View Post
    Because it was a complete and utter waste of development time and money since it serves no purpose and should be re-worked to do something other than give artificial difficulty to the class and take up hot bar space.
    If they were to rework the ability now, they'd have to rework DRG in general so it's tuned properly. They wanted to add something dynamic to the job, and outside of that, DRG is pretty damn well off even if they are technically short one ability. Compared to say NIN or BRD who literally have abilties that have no regular practical use (not even to add dynamics or flow to their gameplay).

    Would it have been better for them to make FnC at level 56 have only a 50% proc chance, thus giving WT at levle 58 a purpose where it'd be a 50% chance to proc one or the other?
    (0)

  6. #6
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    My honest opinion is this:

    If the RNG nature of FaC and WT is enough to make you so mad you need to complain about it in this thread, why are you still playing my class?
    For the quadrillionth time, nobody is complaining about RNG of FaC and WT. We're complaining that at 54 it's 100% and at 56 it's now 50% but with no added damage boost. A new ability nerfs a previous ability with no other plus. It's not that the RNG is hard or difficult, it's that we go from having NO RNG, to having a RNG--but there isn't a boost in damage or ANYTHING. If WT came simultaneously with a trait for DRG at 56 that gave Action Damage+10% or something, then at least we could say leveling up to 56 makes DRG stronger, but leveling up to 56 makes DRG weaker.
    (0)

  7. #7
    Player
    fm_fenrir's Avatar
    Join Date
    Jun 2015
    Posts
    255
    Character
    Makasita Fenrir
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Jonnycbad View Post
    but there isn't a boost in damage or ANYTHING
    If DRG wasn't The Best DPS by a significant margin, you could make this statement with more sincerity. The random nature of F&C/WT proc is annoying, but it isn't a flat penalty unless you're so dedicated to parking on the rear or flank that you're also throwing away HT/CT potency bonuses.
    (0)

  8. #8
    Player
    Dante_V's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    872
    Character
    Dante Venarra
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Jonnycbad View Post
    For the quadrillionth time, nobody is complaining about RNG of FaC and WT. We're complaining that at 54 it's 100% and at 56 it's now 50% but with no added damage boost. A new ability nerfs a previous ability with no other plus. It's not that the RNG is hard or difficult, it's that we go from having NO RNG, to having a RNG--but there isn't a boost in damage or ANYTHING. If WT came simultaneously with a trait for DRG at 56 that gave Action Damage+10% or something, then at least we could say leveling up to 56 makes DRG stronger, but leveling up to 56 makes DRG weaker.

    Simple solution here is to nerf the skill at 54 to 50% and only let you get 100% at 56. That way you can "feel" good about leveling.

    Seriously though if this is the bulk of the argument or the point then it's very silly. And for the record leveling to 56 doesn't make the dragoon "weaker" at all. Weaker means a general reduction vs previously, there is NOT a damage reduction at any level. If anything the level itself gives you a main stat increase along with the ability to wear gear with higher stat limits. This is an increase anyway you put it.
    (2)