Why not just make the dragoon LB like their high jump, press it and woosh you leap and hit your target for big damage instead of having the stupid aoe marker.
Why not just make the dragoon LB like their high jump, press it and woosh you leap and hit your target for big damage instead of having the stupid aoe marker.
In midcore to high-end gameplay, I think the main usage of DRG's LB shifts from "nuke clueless noobies" to "zone control via damage threat." It's a common tactic in various PvP games.Yes color change because when I'm focusing three people and the faint marker for drg blends with the crystals ambient glow effect I'd like to know if it's friend or foe rather than guess and hope. You can't always depend on getting to limit break inside your burst window. The real power comes from having the enemy team grouped up which by the way is a gimmick Karasio. Again role lock issues you cannot and will not have a synergy partner most of the time. You're leaning very heavily on the ifs and buts of everything going perfectly instead of the average.
For example, Dva's nuke in Overwatch instakills anyone who isn't a tank with a defense buff. In reality, you're not supposed to be getting hit by it in the first place because she yells out a voiceline and it takes a while for it to explode. Moving behind a wall or a shield is the basic counterplay behind it. However, there's counterplay against that counterplay. Dva without her mech can't do much, but she already gains zone control because of the threat of getting instakilled. A teammate can also stun Rein's shield, Sombra can use her ult in unison, Lucio can boop someone hiding to the nuke, etc.
DRG also has that tactic; if there's a teamfight inside the payload, DRG's LB basically says "If you don't go away, you DIE." The counterplay is to either go away or use Guard to keep contesting the payload. If you go away, you lose zone control and DRG's team gets to keep pushing. If you use Guard, you're vulnerable to getting bursted in the next 30s.
And anyways, I don't think you can adjust the LB without completely changing it. Adding CC to it won't fix the fact that you can just run away from it. Increasing the speed to catch up with people running away also sounds silly broken and the damage will have to be nerfed to the point of obsolete.
Why would you do that? Don't think your ideas stand on their own merits? Don't think people can follow a conversation?
Blinding_Awesomeness didn't say what you quoted him as saying. How many times have you done this?
So let's homogenize the LB to an uninteresting button with no thought process? Why do you hate depth in videogames?
Even though it's push the cart You can't really compare this to overwatch which is meant to be played like advanced rock paper scissors. You can't swap to counterplay even if there was such a think outside the intelligent use of silence and MoN which feel oppressive when used correctly. You can compare the diva nuke to drg LB if you want, but it's a bad take since diva is can you see it where drg is proximity to drg + bonus for proximity to teammates. We're comparing apples and oranges here.In midcore to high-end gameplay, I think the main usage of DRG's LB shifts from "nuke clueless noobies" to "zone control via damage threat." It's a common tactic in various PvP games.
For example, Dva's nuke in Overwatch instakills anyone who isn't a tank with a defense buff. In reality, you're not supposed to be getting hit by it in the first place because she yells out a voiceline and it takes a while for it to explode. Moving behind a wall or a shield is the basic counterplay behind it. However, there's counterplay against that counterplay. Dva without her mech can't do much, but she already gains zone control because of the threat of getting instakilled. A teammate can also stun Rein's shield, Sombra can use her ult in unison, Lucio can boop someone hiding to the nuke, etc.
DRG also has that tactic; if there's a teamfight inside the payload, DRG's LB basically says "If you don't go away, you DIE." The counterplay is to either go away or use Guard to keep contesting the payload. If you go away, you lose zone control and DRG's team gets to keep pushing. If you use Guard, you're vulnerable to getting bursted in the next 30s.
And anyways, I don't think you can adjust the LB without completely changing it. Adding CC to it won't fix the fact that you can just run away from it. Increasing the speed to catch up with people running away also sounds silly broken and the damage will have to be nerfed to the point of obsolete.
It very easy to tweak the base no bonus damage totals. Adding CC to the class would bring it more in line with the other melee in terms of team synergy instead of just having nin, sam, and monk able to burst from 100 to 0 as well as stun, slow, or bind for teammates ready to do so. Meanwhile drg just hope to catch people with their rotation before they walk away from them. Run away from it? Weren't you on the burst window band wagon? How are they going to outrun you quick enough after elusive?
Towa's been doing that for the last few pages now. Just report and ignore them.
No ones comparing it to overwatch, but zoning people out of the circle is a legitimate tactic. Even if you only get one or two kills with DRG's LB, you still pushed everyone out and forced 1 or 2 players into respawning.
DRG does not need CC....Why are people so hell bent on complaining about stuns and then turn around demanding a job that doesn't need it to have it added. DRG can burst you down extremely fast and I feel like a lot of you are trying to stay in melee range too often when you absolutely should not be doing that. DRG is very much a hit n run job.It very easy to tweak the base no bonus damage totals. Adding CC to the class would bring it more in line with the other melee in terms of team synergy instead of just having nin, sam, and monk able to burst from 100 to 0 as well as stun, slow, or bind for teammates ready to do so.
Why are you chasing people? You literally want them further away from you with how wyrmwind thrust works doing more damage the further away you are. Your burst is literally jump in, do heavens thrust and weave in horrid roar, maybe squeeze in chaotic spring then jump out and hit them with wyrmwind thrust followed by nastrond. You really shouldn't be chasing people and that combo has very strong burst and will outright kill a player not paying attention. wyrmwind and nastrond also have the added bonus of being aoe's.
Last edited by Ransu; 10-26-2022 at 05:18 AM.
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