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  1. #71
    Player
    Renkei's Avatar
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    Sep 2013
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    205
    Character
    Renkei Fukai
    World
    Midgardsormr
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Shurrikhan View Post
    @Renkai
    (I apologize for taking up so much of the thread thus far; I should have thought to use hide blocks earlier.)
    In full:



    You are again referring to... yourself?

    I'm sorry if you're approaching this like I'm some end-of-story boss who doesn't even know you, but I've never accused anyone of doctoring an image. I see my link, which you accused me of doctoring, and your alleged copy of mine, and that the latter is smaller than the other. That's is all. I don't know you.


    The context (what you've quoted of me immediately above):

    This has nothing to do with argumentum ad populum; that is to argue based on what is popular. I am not arguing anything. I have explained my actions and have asked you to please write your suggestions out for anyone else in this thread, as per the purpose of this thread, since despite my best attempts to understand what it is you want, I am clearly failing.


    I am constantly Referring to this.


    Your Post 03:00 AM
    https://prnt.sc/ul0l97
    My Post 03:10 AM
    https://postimg.cc/Wq22ygzL
    Your Edit 03:27 AM.
    https://prnt.sc/ul1235

    It still counts as argumentum ad populum when you try appeal to the masses.
    That's why we should push pass this Ad hominem, Which you don't need to know a person personally to employ. I would just rather not. So let's get to the bottom of suggestions instead of the later.


    I Wrote My Suggestion In Detail In an earlier post, I'd like to clarify information about it but i don't have a clue what part of it you are confused about you'd have to ask me in detail about it in order for me to elaborate.


    I've been reading through the DRG Balance thread on the Japanese Forums, It's nice to see people claiming support to others then a constant back and forth attacks at peoples personal character. So please ask me and I'll elaborate.

    Here is the Window I mentioned Previously regarding the burst window for DRG. Notice the Purposely Used Early Geirskogul to delay Life? this is done on purpose to make up for the removal of 3 Eyes and spine-shatter-eye.
    Burst Function works like this. Geir>Jump>Dive.


    This would allow the Last Nastrond of 1st burst 6 Nastrond, and the first one of the 2nd 6 Nastrond 2 second flexibility. That's why it's not an issue just some timing flexibility.


    Alternatively, Preventing Removal of Eyes on BoTD Loss will only put DRG up to the current standard of keeping your resourcing because we got long in battle cut-scenes. Which MNK Also suffers from. Like the not having 7 Chakra problem.
    (0)
    Last edited by Renkei; 09-22-2020 at 07:08 PM. Reason: Added Data

  2. #72
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
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    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    @Renkai's edited explanation in regards to adding a Charge to Geirskogul/Nastrond:
    (Sorry I didn't edit earlier to save the trouble of further explanation! I had to be away from keyboard for a bit.

    Again, I'm fully aware of the delay interactions. My only question was what you meant by the added Charge and what you wanted from it, which your previous post already made clear, I think.)
    Quote Originally Posted by Renkei View Post
    Example of Charges : 2 Eye > Geirskogul > Life of the Dragon = Charge +1 > Nastrond > Wait 10 seconds > Charge +1 > Nastrond > Wait 10 seconds > Charge +1. > Nastrond > Wait 9 seconds > Blood of the Dragon.

    Effectively, entering Life of the Dragon will reset Nastrond Charge to 1 no matter what because Geirskogul by itself cannot accumulate charges. This effectively would allow you to miss an ENTIRE window of Nastronds, at the cost of 1 Nastrond, Without the same 3 second Grace Period the Current System Has.

    Example of Current State : 2 Eye > Geirskogul > Life of the Dragon > Nastrond > Wait 10 seconds > Nastrond > wait 10 seconds > Nastrond > wait 9 seconds > Blood of the Dragon.

    Example Of Advantages of Charge : 2 Eye > Geirskogul > Life of the Dragon = Charge +1 > Nastrond > wait 10 seconds = Charge +1> Wait 10 seconds = Charge +1 > Nastrond > Nastrond > wait 9 seconds > Blood of the Dragon > 1 second to Geirskogul.

    Example Of Existing Shared Timer with Charge : 2 Eye > Geirskogul > Life of the Dragon = Charge +1 > Nastrond > wait 10 seconds = Charge +1> Wait 10 seconds = Charge +1 > Nastrond > wait 3 seconds > Nastrond > wait 6 seconds > Blood of the Dragon > 4 second to Geirskogul.

    There would be no difference in potency besides being able to align burst windows with more flexibility.

    The reason why Geirskogul Resets is because you wait 9 seconds, If you use Nastrod late or miss it somehow it resets at a higher duration depending on the cooldown percentage of Nastrond.

    90% of 10 seconds is 1 second, 80% 2, 70% 3....ETC. This is actually a thing in game. Test it if you haven't noticed.


    Wouldn't this be accomplished as easily by "Refresh Geirskogul upon exiting LotD", or "No longer cause Nastrond to inflict an ICD onto Geirskogul"?

    In either case, now that understand what you mean by charges, and --hopefully-- what you want from them, by all means, it seems a great idea. You could practically pass it off as an almost purely QoL change.

    This is called a single-direction (or "unidirectional") ICD. (This means an "internal cooldown", as opposed to the "('nominal', 'base', or 'ability') cooldown", i.e. one lower than the actual/ability/base CD that is inflicted by some larger system, shared ID, or other skill or mechanic which does not explicitly state that it'd trigger its CD.)

    Geirskogul and Nastrond do not "share CDs" exactly, because they are of different lengths (and they therefore cannot share charges, as far as I'm aware), but they do share... let's call them... spell-slot IDs. That sharing is the reason you may notice certain CDs being on cooldown when you swap off another job on which you used some other CDs. Note also that in all other cases in which these are shared, they are shared in flat duration, never percentile. The most notorious example of this has been Hallowed Ground and Lustrate sharing a slot, thus placing Lustrate on the remainder of its 7-minute cooldown after swapping.

    Vestigially, because Nastrond is an upgrade of Gierskogul, it inflicts its cooldown onto the latter. Or, at least that seems the most likely reason. The Geirskogul->Nastrond direction inflicts nothing, either because of how the inheritance is encoded or because activating Life of the Dragon instantly refreshes the slot. There are two possible reasons why : either (1) something about either of the two required that they be in the same slot, or (2) the system could not otherwise track the cooldown of a skill that has been (for the duration of LotD) replaced, which at the time would have made a 21-second LotD duration superior to a 30-second as you'd return to Geirskogul with it automatically refreshed (since its cooldown progress data wasn't retained). Who knows. The latter is no longer an issue, though I wouldn't put it past them to leave something vestigial as an oversight.

    Here you'd basically just be correcting that oversight, which is great. I personally slightly enjoy the tight demands of a 6N weave, but I also enjoyed the high-SkS TK rotation, which, due to its needing to be timed to the quarter-second, was disgustingly niche. So I realize I'm not the majority opinion in this regard. [SIZE="1"(For a more DRG-ish context, I also loved the hell out of the 2.33 GCD dungeoning build back in HW for its extra Geirskoguls on one of my two DRGs, mostly for its tightness and seeming capacity for ingenuity.)[/SIZE]

    This seems a good change on the whole. Perhaps you could polish up the wording to be more easily read and post it where it's not likely to be distracted from by what you've written to me specifically?


    Edit: In regards to Monk, we already know it's being revamped and have little idea what to expect -- personally, I expect it will be gutted to solely what is "functional", rather than its actual issues being addressed sensibly, thus shafting the veterans who enjoyed most of what was fundamental to and intentional in the job's design -- so it's little worth worrying how DRG will pair up against it. Let's just deal with DRG's issues for now. As I've already said before, I'm a fan of removing BotD as a timer since it seems to only act as bloat and awkward "DRGs get screwed in fights X, Y, and Z" mechanic.

    Removing the Nos->Geir ICD and BotD-as-a-timer would already do a fair bit to smooth out the job. Is there anything else you had in mind, though?
    (3)
    Last edited by Shurrikhan; 09-22-2020 at 07:32 PM.

  3. #73
    Player
    Renkei's Avatar
    Join Date
    Sep 2013
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    205
    Character
    Renkei Fukai
    World
    Midgardsormr
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Shurrikhan View Post
    @Renkai's edited explanation in regards to adding a Charge to Geirskogul/Nastrond:
    (Sorry I didn't edit earlier to save the trouble of further explanation! I had to be away from keyboard for a bit.

    Again, I'm fully aware of the delay interactions. My only question was what you meant by the added Charge and what you wanted from it, which your previous post already made clear, I think.)


    Wouldn't this be accomplished as easily by "Refresh Geirskogul upon exiting LotD", or "No longer cause Nastrond to inflict an ICD onto Geirskogul"?

    In either case, now that understand what you mean by charges, and --hopefully-- what you want from them, by all means, it seems a great idea. You could practically pass it off as an almost purely QoL change.

    This is called a single-direction (or "unidirectional") ICD. (This means an "internal cooldown", as opposed to the "('nominal', 'base', or 'ability') cooldown", i.e. one lower than the actual/ability/base CD that is inflicted by some larger system, shared ID, or other skill or mechanic which does not explicitly state that it'd trigger its CD.)

    Geirskogul and Nastrond do not "share CDs" exactly, because they are of different lengths (and they therefore cannot share charges, as far as I'm aware), but they do share... let's call them... spell-slot IDs. That sharing is the reason you may notice certain CDs being on cooldown when you swap off another job on which you used some other CDs. Note also that in all other cases in which these are shared, they are shared in flat duration, never percentile. The most notorious example of this has been Hallowed Ground and Lustrate sharing a slot, thus placing Lustrate on the remainder of its 7-minute cooldown after swapping.

    Vestigially, because Nastrond is an upgrade of Gierskogul, it inflicts its cooldown onto the latter. Or, at least that seems the most likely reason. The Geirskogul->Nastrond direction inflicts nothing, either because of how the inheritance is encoded or because activating Life of the Dragon instantly refreshes the slot. There are two possible reasons why : either (1) something about either of the two required that they be in the same slot, or (2) the system could not otherwise track the cooldown of a skill that has been (for the duration of LotD) replaced, which at the time would have made a 21-second LotD duration superior to a 30-second as you'd return to Geirskogul with it automatically refreshed (since its cooldown progress data wasn't retained). Who knows. The latter is no longer an issue, though I wouldn't put it past them to leave something vestigial as an oversight.

    Here you'd basically just be correcting that oversight, which is great. I personally slightly enjoy the tight demands of a 6N weave, but I also enjoyed the high-SkS TK rotation, which, due to its needing to be timed to the quarter-second, was disgustingly niche. So I realize I'm not the majority opinion in this regard. [SIZE="1"(For a more DRG-ish context, I also loved the hell out of the 2.33 GCD dungeoning build back in HW for its extra Geirskoguls on one of my two DRGs, mostly for its tightness and seeming capacity for ingenuity.)[/SIZE]

    This seems a good change on the whole. Perhaps you could polish up the wording to be more easily read and post it where it's not likely to be distracted from by what you've written to me specifically?


    Edit: In regards to Monk, we already know it's being revamped and have little idea what to expect -- personally, I expect it will be gutted to solely what is "functional", rather than its actual issues being addressed sensibly, thus shafting the veterans who enjoyed most of what was fundamental to and intentional in the job's design -- so it's little worth worrying how DRG will pair up against it. Let's just deal with DRG's issues for now. As I've already said before, I'm a fan of removing BotD as a timer since it seems to only act as bloat and awkward "DRGs get screwed in fights X, Y, and Z" mechanic.

    Removing the Nos->Geir ICD and BotD-as-a-timer would already do a fair bit to smooth out the job. Is there anything else you had in mind, though?


    Yeah Sorta. they still share the same Slot, Simply Changing Nastrond to a Charge ability sharing that slot wouldn't make the charge timer triggered until you entered LoTD. as Geirskogul exiting "ICD" is Based on Nastrods last used "ICD".It could Still Inflict ICD onto Geirskogul though but it couldn't give it multiple charges because Geirskogul can only have a Max of 1 uses as it's not a charge ability. But if time was remaining on the last charge of Nastrond before conversion it would still apply to the shared ICD based on the remaining time on the final used charge and place it on Geirskogul. For Charge Values higher then the Value of Geirskogul uses such as 2 or 3 it would discard it when applying it to Geirskogul Never exceeding a value of 1.


    but it will also require "Refresh Nastrond Upon Entering LotD" Which in Effect Only Gives Nastrond a single Charge stack and starts the charging timer 10 seconds per stack up to 2 Stacks since you start with 1 would equal the same 6N weave.
    Assuming that the Value of a charged ability increases based on uses.


    It is targeted at correcting that Over-sight Yes. it has the potential to add flexibility to gearing the job as well as flexibility of bursting in different compositions.

    It could pass as a QoL Change, and it would also add a flexible timing window needed to add new mechanics in the future. such as a new state or ability requiring 2 Eyes while In Life of the Dragon.
    Without effecting damage output through potency changes.

    2.32-33 depending on your ping is still a thing and is the only way to get max value out of Life Surge. unfortunately it doesn't get along at all with the rest of DRG anymore as it doesn't help generate resources like in heavensward.


    Reply to Edit : I am actually a bit afraid of what they could be changing, I hope it doesn't get gutted though because Monks have suffered enough with dealing with the redundancy in design that and the chunkiness that should have been smoothed out to begin with.

    The Least they can do is let you keep Eye Stacks regardless if BoTD falls off, Kinda like Enochain generates Polyglot on BLM but keeps them even if it falls off. This also applies above.
    It is clunky bloat, it made more sense when it had a function in heavensward. Which would kinda still work with the modern system. but since Geirskogul no longer costs time it makes no sense.


    The only other things I've had in mind are future Expansion Abilities, I Would like an ability to exist to expend the remaining time to force end LoTD. (Lancet) And i would like to see An Introduction of a separate second eye stack for Star-diver. As well as a state requiring lining up both eyes at full unlock to enter Soul of the Dragon with the successful execution of Lancet. But i cannot come up with anything besides adding a more powerful Star-diver like jump,Free Wheeling/Fang Use, or even another LASER when entering that state. This Soul of the Dragon state would end up landing outside of the 6n burst at 2 eyes, and within the second 6n window burst if needing 4 stacks.
    (0)
    Last edited by Renkei; 09-22-2020 at 08:54 PM. Reason: Fixing Quoting Mishap.

  4. #74
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Renkei View Post
    Yeah Sorta. they still share the same Slot, Simply Changing Nastrond to a Charge ability sharing that slot wouldn't make the charge timer triggered until you entered LoTD. as Geirskogul exiting "ICD" is Based on Nastrods last used "ICD".It could Still Inflict ICD onto Geirskogul though but it couldn't give it multiple charges because Geirskogul can only have a Max of 1 uses as it's not a charge ability. But if time was remaining on the last charge of Nastrond before conversion it would still apply to the shared ICD based on the remaining time on the final used charge and place it on Geirskogul. For Charge Values higher then the Value of Geirskogul uses such as 2 or 3 it would discard it when applying it to Geirskogul Never exceeding a value of 1.

    but it will also require "Refresh Nastrond Upon Entering LotD" Which in Effect Only Gives Nastrond a single Charge stack and starts the charging timer 10 seconds per stack up to 2 Stacks since you start with 1 would equal the same 6N weave.
    Assuming that the Value of a charged ability increases based on uses.
    Ultimately, though we just want two things, right?
    1. To be able to delay/bank Nastrond casts, and
    2. To be able to squish the delay between the 3rd Nastrond (LotD#1) and the following Geirskogul (opening LotD#2).
    That seems most easily done by just breaking the link between the two and adding an aura to LotD whereby Nastrond's charge capacity is increased to 2. (This would appear, for all intents and purposes, as Nastrond simply having two charges, but uniquely starting with just the one, unlike all other multi-charge skills.)

    If we want to go further than that, we might as well address the Eyes mechanic itself --- namely that, while execution can be banked, you can't get LotD lengths other than 30 seconds, making it harder to time specifically to the more awkward of fights.

    2.32-33 depending on your ping is still a thing and is the only way to get max value out of Life Surge. unfortunately it doesn't get along at all with the rest of DRG anymore as it doesn't help generate resources like in heavensward.
    As much as I hate slow jobs, I hate desync even more, depending on how badly it screws me over. Though, it's that last bit that hurts my soul in this case. I don't want to go back to how downtime-punishing HW was, but if that could be separated from the idea of attack speed affecting resource generation, I'd take that revised version in a heartbeat (so long as the higher-SkS version truly were competitive)...
    (0)

  5. #75
    Player
    Renkei's Avatar
    Join Date
    Sep 2013
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    205
    Character
    Renkei Fukai
    World
    Midgardsormr
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Shurrikhan View Post
    Ultimately, though we just want two things, right?
    1. To be able to delay/bank Nastrond casts, and
    2. To be able to squish the delay between the 3rd Nastrond (LotD#1) and the following Geirskogul (opening LotD#2).
    That seems most easily done by just breaking the link between the two and adding an aura to LotD whereby Nastrond's charge capacity is increased to 2. (This would appear, for all intents and purposes, as Nastrond simply having two charges, but uniquely starting with just the one, unlike all other multi-charge skills.)

    If we want to go further than that, we might as well address the Eyes mechanic itself --- namely that, while execution can be banked, you can't get LotD lengths other than 30 seconds, making it harder to time specifically to the more awkward of fights.



    As much as I hate slow jobs, I hate desync even more, depending on how badly it screws me over. Though, it's that last bit that hurts my soul in this case. I don't want to go back to how downtime-punishing HW was, but if that could be separated from the idea of attack speed affecting resource generation, I'd take that revised version in a heartbeat (so long as the higher-SkS version truly were competitive)...

    1. Yeah that's exactly it, Just the ability to delay and bank/store Nastrond casts.
    2. Yeah it's strange that Nastrond Is NOT Auto-casted when activating Lotd with Geirskogul it would save time and prevent the Desync that Jump and Geirskogul suffer from towards the end of fights. You can really feel this in the burst window as you have to purposely delay it to throw out Mirage Dive to prevent clipping. Even though you can use any other dive with it fine after the LoTD transition.

    What's interesting is it can be implemented since Enochain has a similar effect with generation of Poly stacks but it's considered charges but stored as an UI element. It'd still work with ability charge though as it's treated as such.

    3. Eye's shouldn't be loss when BoTD is loss and/or BoTD should be Traited.


    another future solution would be an ability that can force you out of LoTD.The issue with this is even with Star-diver being 30 seconds it'll cause an issue where you'd lose a use completely. Kind of like how you have to purposely stall LoTD during 6N so you can execute 2 Star-divers.
    Star-diver should either be the ability to you use to END LoTD as it's cool-down length exceeds the duration of LoTD It would have to be adjusted to 20 seconds. This would dramatically decrease the time you are forced holding Mirage Dives. There's always that timing where you have 2 eyes in LoTD. and you cannot use Geirskogul to enter it even after you expended all 3 lasers.

    4. A Solution for the Ranged Attack problem with Dragoon could be just to increase the RANGE (Length not width.) of the Linear AOE Combat, The ultimate problem with it though is it not properly generating disembowel value.
    This could be an easy fix for the range attack solution as they are preexisting.

    I'd like to be faster too but Desync is a really real problem for OGCD/CD Heavy Jobs which could be fixed by treating all abilities as Weaponskills, but it also has the potential to break the game because the value of faster burst windows eventually eats the value of higher crit etc, but critical has been defacto best for a long time so it's not anything to wild. It's a design over-sight that i hope will get addressed.

    I remember those times it made me wonder why the resource generation wasn't stored into a gauge to begin with (why they didn't make TP gained from attacking instead of losing it to spend on more powerful abilities is beyond me). Expending Buff Timer of BoTD for Geirskogul's was a great idea though. but there has to be a better solution to that, with Dragoon's Linearity it caused weird interactions. especially taking into account Heavy Thrust and Phlebotomize delaying your only 2 abilities to generate said gauge, a system like that would probably work out better now as long as the TIMING cap was increased and the resource generation was decreased due to the nature of tighter generation we now with the back to back WT/FC.
    Effectively the design ended up losing content which it filled with WT/FC. Not to mention Losing Power Surge (one of the coolest looking abilities) and gaining dragon-sight, and the recent Gutting of Blood for Blood which leads me to another idea.

    5. Dragon-Sight Removal or Adjustment, Current system OGCD Design of Dragoon Accounts for the existence of HT in it's rotation, Forcing a ally target ability to be weaved with a normal ability: With the recent adjustments to Battle-Litany, and removal of Heavy Thrust and Changing of Blood for Blood to Lance Charge.
    Dragon-Sight should be removed and it's bonuses should be consumed by Existing Abilities here is some data I've Collected. Dragon Sight DPS =1,538.1 , Lance Charge DPS=2,021.3, Life Surge DPS = 911.0 ,Battle Litany =1,062.9 With this math you could Effectively Move 5% damage over to Lance charge (Lance Charge 20%) and Distribute the Rest into Litany (Litany 15%). Increasing Lance Charge DPS TO : 2,526.25‬, and Battle Litany to 15% results in 1,593‬, Totally 4,119.25‬ RDPS, Versus 4,622.3‬ of the current system, Additionally, The remaining output would probably be eaten up by the Increase in DPS in the 3min 2,774.0dps window both litany and Lance Charge Line up Linearly which buffs. Which equals Exactly 4,771‬ DPS. Not Exactly Game Breaking or anything for the huge QoL. This Change would result in an estimated 148.7‬ RDPS Gain and a damage loss in low man content


    1. the ability to delay and bank/store Nastrond casts through Adding charge feature to Nastrond.
    2. Nastrond Auto-casted when activating Life of the Dragon with Geirskogul.
    3."Eye's" shouldn't be loss when blood of the dragon is loss and/or blood of the dragon should be Traited.
    4. A Solution for the Ranged Attack problem with Dragoon could be just to increase the RANGE (Length not width.) of the Linear AOE Combat(Doom Spike > Sonic Thrust > Coerthan Torment) , The ultimate problem with it though is it not generating disembowel value.
    This could be an easy fix for the range attack solution as they are preexisting. It also fixes the extending issue of Dragon Gauge.
    5. Dragon-Sight Removal or Adjustment, Current system OGCD Design of Dragoon Accounts for the existence of HT in it's rotation, Forcing a ally target ability to be weaved with a normal ability: With the recent adjustments to Battle-Litany, and removal of Heavy Thrust and Changing of Blood for Blood to Lance Charge.
    Dragon-Sight should be removed and it's bonuses should be consumed by Existing Abilities here is some data I've Collected. Dragon Sight DPS =1,538.1 , Lance Charge DPS=2,021.3, Life Surge DPS = 911.0 ,Battle Litany =1,062.9 With this math you could Effectively Move 5% damage over to Lance charge (Lance Charge 20%) and Distribute the Rest into Litany (Litany 15%). Increasing Lance Charge DPS TO : 2,526.25‬, and Battle Litany to 15% results in 1,593‬, Totally 4,119.25‬ RDPS, Versus 4,622.3‬ of the current system, Additionally, The remaining output would probably be eaten up by the Increase in DPS in the 3min 2,774.0dps window both litany and Lance Charge Line up Linearly which buffs. Which equals Exactly 4,771‬ DPS. Not Exactly Game Breaking or anything for the huge QoL. This Change would result in an estimated 148.7‬ RDPS Gain and a damage loss in low man content
    (0)
    Last edited by Renkei; 09-23-2020 at 12:02 PM. Reason: additional Info and polishing. Fixed Typo. Consoldiated infromation in Hide bar.

  6. #76
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
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    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    My post-sub forum privileges will soon run out, so I'll just (re)post my final 'wants' summary. I understand that some of it may be excessive. This is a bit spitball. I'm just assuming I'll be kicked off any minute, so /shrug.

    "Reasonable" :
    1. F&C and WT "combo" availability timers extended to 15 seconds.
    2. BotD removed as a timer. There's just no need for it. It does nothing of any gameplay value now that its timer does not involve actionable resource.
    3. Blood of the Dragon's button has been replaced by Dragonsoul, which causes you to enter Life of the Dragon. It is given at level 70 and has a 15-second cooldown.
    4. Mirage Dive is again castable from Spineshatter Dive. However, Jump and Spineshatter each have their own activation; they will not replace the others "Mirage Dive Ready". Their buffs icons are now shown as a sort of Mirage-Dive-themed version of Jump and Spineshatter Dive, respectively.
    5. Mirage Dive replaces Jump and Spineshatter Dive while each is on CD. A semi-transparent radial dial will appear over Mirage Dive, indicating the Mirage Dive Ready buff remaining more handily than the status bar alone would. As Jump will always be ready 15, and Spineshatter 45, further seconds thereafter, this is sufficient for tracking each in the interim.
    6. You can now hold up to 3 Eyes. LotD, too, no longer acts as a timer; instead, it simply converts Geirskogul to Nastrond for as many casts as you have Eyes to consume. You cannot exit LotD except by having consumed all Eyes. Stardiver no longer requires that you be in LotD; it is merely activated for 30 seconds at potency based on how many Eyes were available upon that activation. It too makes use of the above semi-transparent radial timer and its remaining activation duration will appear on your status bar.
    7. Nastrond has a charge capacity of 2. This allows you even further banking control.
    8. Doom Spike, Sonic Thrust, and Coerthan Tempest range extended to 13 yalms.
    9. Battle Litany range extended to 20 yalms.
    10. Piercing Talon range extended to 20 yalms. Potency increased to 250. Upgrades to the 380*-potency Dragonkiller whenever a combo is in progress. (* Exact value TBD.)
    11. Dragon Sight streamlined. With no target selected, it will now automatically the highest DPS-role Enmity within range -- highest Enmity if none.
    12. Reduced animation locks for certain skills.
    13. Mid-animation movement control added for Jump, Spineshatter Dive, Dragonfire Dive, and Stardiver.

    My Ideal Dragoon (Crazy-talk):
    • General change: ground-targeting skills can now be queued. Upon GCD refresh or end of the prior animation lock, they will be cast automatically. Yes, in some cases this can faintly extend their maximum range (by up to 500 ms' worth of movement).
    • General change: Everyone uses MP to some degree. Lucid Dreaming, as bloat, is gone and replaced but MP has only become more integral as a result. MP again varies in value, rather than holding a fixed 10000 MP. Moreover, its maximum can now be increased by certain job effects. Dragoon, for instance makes use of this due to its Jump skills consuming a % of total MP for further damage. Most jobs have something similar, thus making MP an eventual power concern.

    • Open combos. Any first step of a combo can combo into any second step, and any second step into a third, and any third into Dragon Skills. They now just use four buttons collectively (1 for each combo series and then another for WT/F&C). Impulse Drive is back.
    • [Tentative] Disembowel is again target-specific (its buff showing only to the Dragoon who applied it), and adds both flat and percentile damage, and its duration is reduced by a second with each weaponskill dealt against the target. This makes its use a bit more frequent, varied, and integral, now that it's no longer coupled to Chaos Thrust specifically.
    • Fang & Claw and Wheeling Thrust effects now vary with the combo sequence that built them (including each other, after acquiring Lance Mastery). AoEs, for instance, will add an increasing linear AoE component to each strike of Fang & Claw or a self-centered AoE component to Wheeling Thrust. Doom-Disembowel-Chaos-Wheeling is now a conventional AoE starter, as it would spread.

    • Jump, Spineshatter Dive, and Dragonfire Dive simplified. Jump literally now just sends you up into the air, causing you to evade most attacks. While "mid-jump", your weaponskills are replaced with Jump variants, costing varying amounts of %MP with a certain minimum MP cost. These each carry certain effects which can stack and synergize with those of normal rotation... or just get you where you need to go. Btw, Dragonfire Dive is, naturally, the jump variant of Chaos Thrust.
    • Blood of the Dragon, now a mere trait, merely causes relative potency dealt to generate MP and extend your maximum MP, thus causing your Jump frequency and/or power to scale more iconically with uptime. Jump skills acquired after level 50 generally cost more that 100% of your base MP, thus requiring significant time spent in Blood of the Dragon. A later trait will improve the MP generation efficiency. This allows DRG to be very flexibly bursty.
    • Geirskogul acts as an AoE magic/"Dragon" Disembowel, synergizing well with the bonus damage from BotD on your jump skills, while also increasing your Attack Speed by 7.5% for 12 seconds. This stacks, with stacks falling off individually. In short, it makes DRG even more flexibly bursty.
    • Life of the Dragon, now likewise a trait, causes a portion of MP spent to be separately stored for later burst use, essentially dipping into that resource twice for free. You burst, blow a bunch of MP, burst again later, blow a bunch of shit, and by then you have enough stored to burst your unique aspects again for free or augment the third mini-burst to devastating effect. This, too, makes DRG even more flexibly bursty.

    • Doom Spike, Sonic Thrust, and Coerthan Tempest no longer require targets, though they will snap their direction to one if the camera is not locked. Doom Spike's its damage-checking target detection has been slightly delayed but it now accelerates movement in the direction of attack during its animation if any enemies are detected within 15 yards before it, allowing the Dragoon the option of effectively sprinting through the enemies in front of them.
    • Piercing Talon is the only GCD use of Jump that allows the DRG to stay airborne.
    • [Tentative]The multi-strikes of certain skills (basically all but True Thrust and Full Thrust) now have synergy with Disembowel's flat potency-per-strike increase.
    • Dragon Sight briefly duplicates your BotD mechanic in part and allows you to transfer its value to a target, regenerating their MP with your relative potency, while they in turn regenerate yours, based on proximity. In gameplay terms, the further you are from them, the more you keep for yourself and the less dependent you are on them, while the closer you are, assuming equal contribution, the greater the effect between the two of you. This allows a Dragoon to potentially aid burst healing, a tank's active mitigation, a Bard's AoE support or song flexibility, or a coDPS's burst, all via a simple, intuitive, granular resource.

    • If TP were ever returned, the AoE skills would be given utility and initial-target potency enough to be worth using --sparingly-- in single-target combat.
    (1)
    Last edited by Shurrikhan; 09-24-2020 at 06:13 AM.

  7. #77
    Player
    Renkei's Avatar
    Join Date
    Sep 2013
    Posts
    205
    Character
    Renkei Fukai
    World
    Midgardsormr
    Main Class
    Dragoon Lv 80
    Thanks for the input was a good read. Lets keep the discourse up to this standard so we can get as many suggestions as we can It'll be great for the game and the community in the long run.
    (0)

  8. #78
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    The way the lore is being built definitely seems like they're moving in the direction to give DRG a familiar that functions like DRK's shadow. Would love this, really. Have it pop out and do a breath attack after every combo finisher or during our jump animations as long as BotD is active or something.
    (0)
    * I fully give permission for any of my written ideas to be used by SE without recognition.

  9. #79
    Player
    Kahnom's Avatar
    Join Date
    Aug 2014
    Posts
    1,616
    Character
    Arlizz Teirez
    World
    Jenova
    Main Class
    Monk Lv 90
    All I want from Goon is increasing movement speed during red BotD.
    (0)

  10. #80
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    You want a buff? how about give them their AOE faster? spamming doom spike for 15+ levels is boring. Have Battle Litany and sonic thrust change postilions
    (2)

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