To me it seems Drg is fine as is. (Though I have noticed the DoT falls off before I can reapply it though admittedly I may just be ass xD).
Peak Ast to me was SB Ast. I was never one of those balance fishers either.
To me it seems Drg is fine as is. (Though I have noticed the DoT falls off before I can reapply it though admittedly I may just be ass xD).
Peak Ast to me was SB Ast. I was never one of those balance fishers either.
I've mained DRG for eight years on controller. It's perfect the way it is. The only "fixing" it needs for actions-per-minute is that it needs more. It is one of the high APM classes in the game. If you don't like it, don't play it. Don't come into my main and demand that it change because it doesn't fit your preferred playstyle.It seems weird to me that they're basing these postponements on the feedback of the reworks they gave jobs that didn't necessarily need them, despite DRG and AST definitely needing their actions-per-minute fixed urgently. I literally hurt my finger playing DRG on controller.
Thoughts?
These are my thoughts. DRG doesn't need huge changes. An evolution toward even more jumping and more OGCDS would be appreciated, but a complete rework is unwelcome.
Having 7 individual buttons on your melee rotation is pretty stupid let's be honest, I don't mind that it's 7 skills and 7 presses but spreading it across 7 buttons is asinine low QOL and bad UI design. They just need to compress the skills a bit into like 7 skills on 3-4 buttons while still keeping that 2-path cycle style of flow. The rest is fine (although I wouldn't cry if Life Surge went walkabout, it's not Kaiten, its not identity defining, its just a random extra button).
How dare you gatekeep DRG from others. The class isn't yours alone!I've mained DRG for eight years on controller. It's perfect the way it is. The only "fixing" it needs for actions-per-minute is that it needs more. It is one of the high APM classes in the game. If you don't like it, don't play it. Don't come into my main and demand that it change because it doesn't fit your preferred playstyle.
These are my thoughts. DRG doesn't need huge changes. An evolution toward even more jumping and more OGCDS would be appreciated, but a complete rework is unwelcome.
I share the sentiment on DRG not needing a full rework. A partial rework would be fine. Though I suspect they're going to want to combine Chaotic Spring and Wheeling Thrust into a single move, as well as Heavens' Thrust and Fang and Claw into a single move.
Why this suspicion, out of curiosity? Until Shadowbringers, DRG's combo was increasing by 1 step per expansion.
Why do you think they'd suddenly go back on that now, when they seem to have no interest in rotational nuance by which to make use of shorter combos, anyways?
No, there's a good reason DRGs are terrified of their job getting ""reworked"" out of nowhere. Most changes the devs have made to jobs since ShB has been a net negative for the game and people took notice of that.
Who wants their favorite job to be ruined so they have a reason to "fix" it 2 years later... Maybe. Because actually they've demonstrated they probably won't even bother doing that, looking at what they did to healers. Ever since SE completely gutted them, people have drowned the genuine concerns of people who didn't want to spam 1111112111111 with "they just made a new base so they can build on it later, your job is only going to feel horrible for a couple years, bear with it". Heres the truth: its never going to happen, they never mentioned anything like that, they just fucked up.
With the precedent they set, players have every reason to be wary about the way this game's job design is headed and dismissing all the valid criticism brought up with "muh people dont like change" is extremely disingenuous.
i mean people love the job as it is now. new players on the job isnt positiv if it pushes the old players away. it would just be a shift... and making people unhappy in the process
They can combine the button without combining the skill, that way you can keep the more complex rotation but just have less bindings which is the main goal.Why this suspicion, out of curiosity? Until Shadowbringers, DRG's combo was increasing by 1 step per expansion.
Why do you think they'd suddenly go back on that now, when they seem to have no interest in rotational nuance by which to make use of shorter combos, anyways?
Okay, but... That is true for all combos and combo buttons. Combo buttons in general require the greater number among combo leads and combo finishers to maintain complete control over them.
There are only 3 remotely viable combo actions: start, continue, and swap. In practice, or without accounting for very unlikely mistakes, there are only two competitive options: start and continue.
DRG can therefore have virtually all of its combo-related depth with just three buttons:With that, the only affordance you lose is the ability to reset your AoE combo, for which there has never been a use case.
- True - Vorpal - Full - Fang - Wheel
- True - Bowel - Chaos - Wheel - Fang
- Doom - Sonic - Tempest
Moreover, if you were to consolidate WT and F&C, you'd generally do that to/with each other, as they're not available anyways until that point and only in sequential use.
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