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  1. #21
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
    Posts
    1,179
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    Reducing the dragoon combo by two would mean you’d have to adjust the potency and duration of disembowel and chaos thrust. As it currently stands, dragoon has the smoothest rotation, adding unnecessary clunk to it would not help. Dragoon also has pretty solid levelling experience once you realise that from arr through stormblood the number of full thrusts relative to chaos thrusts reduces by one until parity.

    I don’t think jumps can be allowed to grant invulnerability and high damage in the current combat system, they’d just be immediately used to cheese mechanics. The closest you’re likely to get to a proper dragoon jump is the pvp limit break. In addition dragoons currently have most of their burst damage split across buffs and ogcds, not every job needs to be the same.

    Breath attacks could be fun, but I can’t see how they’d be done without channeling or the animation immediately being overwritten by the next button.
    (5)

  2. #22
    Player
    Selvokaz's Avatar
    Join Date
    Aug 2015
    Location
    Limsa Lominsa
    Posts
    310
    Character
    Reiya Rahamos
    World
    Ultros
    Main Class
    Astrologian Lv 100
    Nah they are definitely going to have to change Full Thrust and Chaos Thrust, Fang and Wheeling are pretty much combo extenders as is.
    Like I said, the easiest way for them to do it, is to make the middle part of the combo decide what the finisher and the extender are so as to relieve button bloat.
    True Thrust into Disembowel or Vorpal Thrust will then change what the 3rd button is, if you hit Disembowel it'll change to Chaos Thrust, if you hit Vorpal Thrust it will change into Full Thrust. With the 4th button being either Fang or Wheeling based on whether or not you executed Full Thrust or Chaos Thrust. Alleviates at least 2 buttons from Bloat, and keeps controller players from having to switching between rows whenever they execute Fang or Wheeling, this would also mean they don't flow into the other either but sacrifices must be made, especially since it's not like those two abilities extend the dragon eye gauge like they used to back in Stormblood.

    Jumping: So what if it does allow you to cheese certain mechanics, you can't cheese them all, if the floor drops away, or becomes an instant death zone oh well you die. Black Mages are expected to learn the timing of entire fights so as to best utilize their leylines, what's to keep dragoons from having to do something similar in order to plan their jumps?

    Breath Weapon: Why would it need to be a long on going thing? It need only be an animation of you jumping up and then an arc of fire-spewing forward in a cone. Not asking for Flame thrower for Dragoon.
    (0)

  3. #23
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    833
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by fulminating View Post
    Reducing the dragoon combo by two would mean you’d have to adjust the potency and duration of disembowel and chaos thrust. As it currently stands, dragoon has the smoothest rotation, adding unnecessary clunk to it would not help. Dragoon also has pretty solid levelling experience once you realise that from arr through stormblood the number of full thrusts relative to chaos thrusts reduces by one until parity.

    I don’t think jumps can be allowed to grant invulnerability and high damage in the current combat system, they’d just be immediately used to cheese mechanics. The closest you’re likely to get to a proper dragoon jump is the pvp limit break. In addition dragoons currently have most of their burst damage split across buffs and ogcds, not every job needs to be the same.

    Breath attacks could be fun, but I can’t see how they’d be done without channeling or the animation immediately being overwritten by the next button.
    Precisely! DRG is in a pretty smooth state right now. It can be improved, but the 5-step combo is unique and should be tuned instead of pruned considering this job is not button-bloated. One thing they could do is make the 5th combo positional to upgrade to a new improved attack in 7.0 that provides some kind of resource or mechanical element to manage.

    The issue with DRG leveling is mostly the point at which we learn some actions, though this is an overall problem many jobs share. We should learn Doom Spike early and Sonic Thrust before level 50 for a smoother AoE rotation in ARR content and beyond.

    People have been throwing these suggestions about making jumps like Sky Shatter, where we disappear and hit after a delay. This kind of thing is extremely hard to balance and we do not want to have super big attacks to then be worried about it critting or not like those jobs with super big potency actions. Having an attack like this would mean that buff windows become tighter, too, which at the same time would make the bursts feel "empty" if we're to be idle in the air for a set amount of seconds.

    DRG is the only oGCD-focused melee with a play style that makes it unique related to other jobs. I agree with you that this should be refined, tuned and expanded upon and not drastically changed, as it would remove its uniqueness imho.

    A breath or roar action could become active after we use Dragonfire Dive, since this action is a bit lacking right now for a 120s CD.
    (3)
    Last edited by Aco505; 06-21-2022 at 11:04 PM.

  4. #24
    Player
    Selvokaz's Avatar
    Join Date
    Aug 2015
    Location
    Limsa Lominsa
    Posts
    310
    Character
    Reiya Rahamos
    World
    Ultros
    Main Class
    Astrologian Lv 100
    you guys are setting yourselves up for the worst letdown. The 6 Step combo is unique but in a bad way (Don't forget Draconic Fire). I just did a macro chotbar work around and it still feels bad because of how Fang and Wheeling work, one hopping into the other. I'm telling you, they're going to make it Fang OR Wheeling, into Draconic Fire. I don't even know why any Dragoon would want it to stay that long of a combo since you barely have anything to weave in between GCD's as is. A buff here, maybe a jump if it's ready.
    (0)

  5. #25
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    833
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Selvokaz View Post
    you guys are setting yourselves up for the worst letdown. The 6 Step combo is unique but in a bad way (Don't forget Draconic Fire). I just did a macro chotbar work around and it still feels bad because of how Fang and Wheeling work, one hopping into the other. I'm telling you, they're going to make it Fang OR Wheeling, into Draconic Fire. I don't even know why any Dragoon would want it to stay that long of a combo since you barely have anything to weave in between GCD's as is. A buff here, maybe a jump if it's ready.
    Barely anything to weave in between? They want to adjust it precisely because they find it "too busy". Even burst windows have a hectic amount of weaving (which is great by the way).

    The job doesn't feel boring at all due to the positional dancing and having HJ/GSK every 30s and WWT every 25s between burst windows.
    (8)

  6. #26
    Player
    BytorValefor's Avatar
    Join Date
    Jul 2013
    Posts
    3
    Character
    Raienryu Valefor
    World
    Adamantoise
    Main Class
    Lancer Lv 90
    since you barely have anything to weave in between GCD's as is.
    How to spot a non-Dragoon player 101.

    It's top 2 busiest classes in the game.

    Anyway, I don't begrudge the pet idea except not for normal gameplay. I think they should just expand the companion system and some jobs get unique companions. Dragoon can get one, and it can stick outside the natural party balance and instanced zones. I think it'd be interesting and fun there.

    Fantasies aside, this worries me. I like how busy my class is. And I'm worried they'll hurt the flavor.

    That said, my common complaint is the lack of defensive or unique feeling DRG has. Most classes have some oGCD so Jumps don't feel special. It's a damage weave button like anyone elses (basically). So I kind of would like a non-damaging jump that just sends us in the air to avoid damage. Non-damaging because if it did damage we'd be forced to waste it to increase dps. Dragonfire to go back to a ground target (especially if we can set it to GT if we have no target selected and to fire automatically if we do).

    Keep Life Surge.
    They could add Lancet, a couple DRGs in the series have it.
    If they wanna idiot-proof, make Elusive not take us off ledges or in to death walls.
    They can turn Dragon Sight in to 60 seconds, keep the ally buff and add Lance Charge's buff in to the personal buff to reduce button bloat and maintain same personal dps numbers. Raidwide technically goes up. Could always adjust if needed.

    I'm not sure about positionals. A lot of the time it really is a hassle and can be a pain, but I'm also remiss to just dumb down my favorite job. I laugh when tanks tell me "True North" with no elaboration like I don't have enough weaving as it is. If I have to TN every time they don't want to adjust the boss properly I will lose positions to 0 TN charges, truthfully, because some bosses (like P3S) demand you use them when their positionals are not available.
    (3)

  7. #27
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by BytorValefor View Post
    How to spot a non-Dragoon player 101.

    It's top 2 busiest classes in the game.
    How "busy" a class appears won't be based only on their apm.

    The timing and contexts/considerations of those actions also matters, including mandatory movement a la positionals (see pre-Endwalker Monk).
    (0)

  8. #28
    Player
    Selvokaz's Avatar
    Join Date
    Aug 2015
    Location
    Limsa Lominsa
    Posts
    310
    Character
    Reiya Rahamos
    World
    Ultros
    Main Class
    Astrologian Lv 100
    Dragoon is supposed to be a jumper, Dragoons in FF14 doesn't jump nearly at all.
    Solution makes the 3 offensive jumps combo enders for the three-string combos. Ie they replace Chaos Trust, Full Throttle, and Coerthan Torment with their respective jumps adding whatever original effects and potency to the jumps instead. This would restore the jumping of Dragoon to lore-friendly levels in my opinion, and use the replaced skills for abilities that can be used during cooldowns or drop them altogether. Or that's what I would do at least
    (1)
    Last edited by Selvokaz; 07-03-2022 at 08:49 AM.

  9. #29
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Selvokaz View Post
    Dragoon is supposed to be a jumper, Dragoons in FF14 doesn't jump nearly at all.
    Solution...
    Is that really something that needs "solving", though? The aesthetics of jumping are hugely different between FFIV through IX's two-turn nukes that double as means of evasion or backline-favoring attacks and... real-time combat.

    Do we really need to turn Dragoon into a pogo stick for it to feel agile, gravity-defying, and draconic / dracocidal?

    Personally, High Jump seems to fit the Dragoon aesthetic far less than, say, Geirskogul or Wyrmwind Thrust. Stardiver is great and Dragonfire Dive is plenty good, but replacing Full Thrust, Chaos Thrust, and Coerthan Tempest with jumps isn't likely to be anything like either of those.
    (2)
    Last edited by Shurrikhan; 07-03-2022 at 02:34 PM.

  10. #30
    Player
    TyrAtatoskr's Avatar
    Join Date
    May 2022
    Posts
    28
    Character
    Rhela' Relanah
    World
    Lamia
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Hezhi View Post
    They're gonna take notes from the successful SAM rework. Say goodbye to Life Surge and Spineshatter (they took up too much space in the action bar). Also all your jumps become guaranteed crit now, but their potencies are cut in half. Please look forward to it!
    worst possible timeline
    (3)

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