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Thread: Dragoon Rework

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  1. #22
    Player
    Petite's Avatar
    Join Date
    Jul 2014
    Posts
    373
    Character
    Petite Poutine
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Aco505 View Post
    It doesn't matter, why do you want a forward EJ to bind when you could just give the job a non-damaging gap closer instead?
    A forward EJ would help on Legacy camera controls. Right now, you have to wait for your character to be fully facing backwards for a split second or you risk it jumping sideways. I personally use an EJ macro like the one I use to make sure I jump towards the camera, but macros are clunky.

    Quote Originally Posted by Aco505 View Post
    If SSD is weak, as you say, then improve it but don't remove it.
    Yes of course that's another option. I just don't like SS and even DfD as they are now because they're such weak direct damage oGCDs. They're like filler oGCDs. It doesn't help that they lock you in place for a split second when using them which makes them feel very clunky when moving. I would at least hope they would make them more fluid (like you can sorta move as they drag you to your target) and also add some extra effects to them.

    Quote Originally Posted by Aco505 View Post
    I can see the point of the 3rd NAS being weird since it's never in buffs, the question is... is that a problem in itself?
    It's just that that last one feels superfluous as it doesn't interact with our buffs. It's not a true problem, but I still wish we had more control over our Nastrond use.

    Quote Originally Posted by Aco505 View Post
    I am not opposed to having all NAS in buffs, but at the same time I wonder if everything has to be based on buffs and the burst.
    If buff coordination keeps being such an important part of high end encounters, I do hope that our damage oGCDs would all fit inside buff windows.

    But I wouldn't cry if SE were to do away with group damage buffs. 1-2 window party buffs are the main reason why people complain about job designs feeling homogenous. It's too constraining design-wise for uniqueness to flourish.

    Quote Originally Posted by Aco505 View Post
    Don't get me wrong, I'd like it too (it feels great to execute full reopeners like after the add phase of P3S or in ultimates), but if getting it means that the job stops having this unique feature, then what would be the point? If DRG copies a system like the one used by RDM/RPR, what would be the difference then besides some flavor?
    Well you admit you'd enjoy having a good opener. And I'm not saying that as a "gotcha". Weighing fun against flavor, I'm pretty sure anyone would pick fun first.

    On another note, I don't agree that having a weak opener has anything to do with job flavor.

    Quote Originally Posted by Aco505 View Post
    My point is: I'm skeptical. I'd rather not remove but improve what we have as I have said in other posts. [...] Removal of things can easily lead to places we don't want to go (see SAM and SMN).
    I'm in the same boat. As a former SMN player in SB and ShB, its rework shocked me and I dread they do the same to DRG as it is pretty straightforward already. Its only real issues to me are that their 2 minute burst is bloated and it suffers from jump/ss/dfd/sd lock-you-in-place clunkiness.

    But that doesn't stop me from wishing they innovate on it instead of playing it safe out of fear they lobotomize it the SMN way.
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    Last edited by Petite; 05-25-2023 at 09:30 AM.