I don't care how potent it is, if it has downtime it breaks the flow of combat its shit.Who the hell asked for an ability never used during active combat and what makes you think a pve skyshatter would last more than 5s like it does in pvp? If anything if used in downtime, it would be super niche like current flamethrower fishing a tick before a boss comes back for true tryhards...
I don't know about you but if it's as potent as it should be, I would try to fit this in my burst or something.
and if they speed it up then that's just stardiver, we don't need another stardiver.

Mmmm, I personally think a downtime skill is exactly what we need for DRG. We already have a very busy 2 minute window. The 1min window is pretty chill and could probably use some love. But outside of a targetable/reachable opponent we have jack all to do.
All the other melee have their mini optimisations to do during that time. If we're talking about being bored and breaking the flow of combat, then the twiddling of thumbs when being forced away breaks my flow of combat lol. Theres a reason why we all feel so compelled to stick to the boss like glue. It feels like shit when the boss goes away or we're forced to back off or eat death or worse... damage down. Having a downtime filler like flying into the air only to return like YO, you jump I jump B**** would feel fantastic.
It would create flow in and out of combat. Which is exactly what DRG's jump is and has always been about. We've just been groomed into thinking the solution to jump's janky accident prone nature is to make it faster as evidenced by jump repeatedly recieving updates to increase its speed and double-weave-ability. And it has worked up until this point, don't get me wrong. But now we have a super jam packed 2min window and stardiver that now feels comparatively out of place. We should fill out the other parts of DRG's overall rotation and kit.
I get it, we all want the shiny new skill to feature in the most prominant position of the DRG rotation. But at least as it stands, that position has no vacancies xD (I understand theres a rework on the way)
Now... IF... I were to try shoehorn Skyshatter into the active portion of the DRG rotation. My 1 DRG braincell would suggest: Make Skyshatter the trigger for Life of the Dragon instead of gierskogul. You drop down from the sky and suddenly you're all red glowy nidhoggy and angey.
Next, make it so you can fire off all your buff skills while in the sky (no offensive skills) This way it would aleviate some of the double weaving issue during the burst because instead youd be quadruple weaving while in the sky xD. You'd fall out of the sky super buffed and ready to go. It would also be much harder to misalign buffs this way since theyd all be esentially tied to the skyshatter cd.
We would get our super big hit, we would get our cool active time skill, we would maintain our flow in combat. Problem solved.
Should SE actually do this? Ehhh I dunno how it would ACTUALLY translate in an actual fight and also this was just a spur of the moment one braincell idea xD
Anyways... anyone got a spare braincell? I think i just used up my last and only one :/



I think we need it across the board in encounter design, really. Like there are skills that are just sitting there with no use at all or only really usable before opener because for some stupid reason the devs decided no more breaks between phases OR they just wrest control from you completely so you don't get to utilize all the downtime abilities already in the game, ever.
I personally blame the devs somewhere along the line starting to design the game for meta slaves, who want literally every enemy to be just a glorified training dummy.
Last edited by ThorneDynasty; 05-05-2024 at 11:43 PM.
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