Results 1 to 10 of 92

Hybrid View

  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,881
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Renkei View Post
    You're cropping my link to remove the part that clearly says "Ramuh"... why, exactly? They're literally just "All Bosses - 1 Day", "Ramuh - 2 weeks", "Ifrit & Garuda - 2 weeks", "Idol - 2 weeks", and "Shiva - 2 weeks", respectively, each at Max as stated. Why try to pretend that the bars from one belong to another?

    Quote Originally Posted by Renkei View Post
    The problem is you argue for Max and everyone in that percentile bounce from 97 to max depending on pure sheer luck.
    I've not. I understand you've made your strawman very vivid for yourself, though.

    Quote Originally Posted by Renkei View Post
    It'd be more productive to figure out how to get these jobs up to flexibility and snuff with the current leading jobs that don't even start to sweat in all the current end-game fights.
    By all means, then suggest as much that.

    Raw potency buffs, "parrying buffs", or making it less "heavi[ly] reliant on tank positioning", however, are not the answer; outside of its worst fight per tier, Dragoon is doing fine, so raw potency is unnecessary, while your own suggestions would do virtually nothing for where DRG actually suffers.

    Might I suggest evaluating the Eyes mechanic instead?
    (3)
    Last edited by Shurrikhan; 09-21-2020 at 07:52 PM.

  2. #2
    Player
    Renkei's Avatar
    Join Date
    Sep 2013
    Posts
    205
    Character
    Renkei Fukai
    World
    Midgardsormr
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Shurrikhan View Post
    You're cropping my link to remove the part that clearly says "Ramuh"... why, exactly? They're literally just "All Bosses - 1 Day", "Ramuh - 2 weeks", "Ifrit & Garuda - 2 weeks", "Idol - 2 weeks", and "Shiva - 2 weeks", respectively, each at Max as stated. Why try to pretend that the bars from one belong to another?



    I've not. I understand you've made your strawman very vivid for yourself, though.


    By all means, then suggest as much that.

    Raw potency buffs, "parrying buffs", or making it less "heavi[ly] reliant on tank positioning", however, are not the answer; outside of its worst fight per tier, Dragoon is doing fine, so raw potency is unnecessary, while your own suggestions would do virtually nothing for where DRG actually suffers.

    Might I suggest evaluating the Eyes mechanic instead?
    https://image.prntscr.com/image/ScZK...tmdKSi72xg.png
    http://prntscr.com/ul0l97


    Your Example Of Cherry Picking, now accusing me of cropping when these are both the same link inspect the image source yourself.

    I Didn't crop any of your links those were the links you posted, I saved the links you posted in an edit that you posted and now your accusing me of cropping them.

    Me Stating "The problem is you argue for Max and everyone in that percentile bounce from 97 to max depending on pure sheer luck." is not anywhere close to a Straw-man It's a fact at high level of play. Because 10,000 more people play DRG then MNK it makes it highly more likely that DRG will slightly Edge out MNK Statiically because the Sample Size is bigger. How is that a Straw-man when its actual factual math?

    I've Suggested Multiple Balance changes over the past entire Expansion Cycle Never have i suggested any raw potency changes to the job.

    The only thing that actually needs to be changed is for DRG and MNK to have their Stacks not on a timer so they aren't LOST. most jobs permanently store their job resources except these two jobs. (and DRGS 10 second Wheeling And Fang and Claw needs to be 15 second to match all other procs in the game being 15 seconds.)

    Remove Antaman, and Remove Blood of the dragon. or extend the duration of the effects to match Ninjas Huton. PROBLEM SOLVED. The Problem is DRG's Geir and Nastrod rely on this timer instead of having charges for some strange reason. either reverse the flow of the aura in question, or make it so the aura has to be reapplied or remove the timer, there's plenty of ways to improve these designs it's not a problem with just MONK this problem exists with the lower half of jobs in the game

    DRG's eye mechanic behaves just like Charges DO.
    (0)
    Last edited by Renkei; 09-21-2020 at 08:32 PM.

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,881
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Renkei View Post
    now your accusing me of cropping them.
    Look at the link on my page. Look at the link on yours. Mine clearly includes additional height, labeling exactly where that parse came from, rather than obscuring anything. Yours purposely leaves this out.

    The problem is you argue for Max
    (Emphasis my own.) Therein lies your strawman. I've never argued for Max. I've spent three posts now arguing why you shouldn't have done so in the first place.

    I've Suggested Multiple Balance changes over the past entire Expansion Cycle Never have i suggested any raw potency changes to the job.
    Spare me the righteous indignation when you weren't previously willing to post those actual suggestions here. I'm not about to search your entire post history for them. Thus far we've had only (1) you implying that DRG has been historically and remains currently shorted in terms of raw power, defensive or offensive, and (2) your first post:
    Quote Originally Posted by Renkei View Post
    I think so too but they won't do anything interesting with it until next expansion. it needs some type of parrying system built into it like samurai, something to give it bigger skill ceiling instead of the linear combat with the impossible to fill conditions, true north alone isn't enough for them, I like dragoon a lot and i want it to be good, it kind of has the issues that melee has in this game being heavily reliant on tank positioning and ranged positioning in order to "excel" but then ultimately does middle of the pack damage even when conditions are right. I wish it had extra reach, and the same attention as the other melee jobs as they tend to be adjusted always before dragoon does unfortunately.
    The only thing that actually needs to be changed is for DRG and MNK to have their Stacks not on a timer so they aren't LOST.
    Let's stick to DRG, as this is a DRG thread.

    BotD cannot be lost except to extremely long cutscenes. Its cooldown is notably shorter than its duration. This isn't a problem even for the most casual of DRGs.

    While removing BotD or reducing it to a trait would be a QoL improvement, it wouldn't change DRG's performance in any way.

    The Problem is DRG's Geir and Nastrod rely on this timer instead of having charges for some strange reason.
    Removing BotD would give no reason to allow you multiple charges of Geirskogul or Nastrond.

    Having multiple charges of Geirskogul would be, in effect, a potency buff, as it'd allow an additional Geirskogul or Nastrond under each Lance Charge. It's true that it'd allow them far more flexibility, but it'd also offer them more damage under burst windows and thereby increase their maximum damage potential, which isn't particularly short as is. Some certain iteration of this may be an excellent idea, but I'd need to know more of what you intend.

    I ask largely because I also have to worry you don't actually mean "charges"... See below.

    DRG's eye mechanic behaves just like Charges DO.
    They quite clearly do not; charges are multiples of an initial cooldown, allowing for 2 or 3 of the same ability to be cast in succession and increasing how much time an ability can store accordingly. Perhaps you're thinking of "progress steps" or the like?

    _____________________________________________________

    tl;dr: Putting aside for now what would necessarily offer increased ppm (as DRG is far enough behind, on average, to allow for some increases there, but that's a numbers issue for after we've nailed down intended gameplay changes), it seems that you want increased flexibility (as to be less punishable by unfortunate fight timings) and more intuitive design, possibly with a less punishing job mechanic? Am I understanding that correctly?
    (5)
    Last edited by Shurrikhan; 09-21-2020 at 09:25 PM.