I like the changes and don't really mind gsk being on a 60sec cooldown. DRG opener feels weak currently and now it will be much more enjoyable.
I like the changes and don't really mind gsk being on a 60sec cooldown. DRG opener feels weak currently and now it will be much more enjoyable.

What really bother me is DRG overall utility bellow lv80. DRG was already slow on low levels you had Geirskogul on 30sec , Spine shatter on 60sec , dragonfire on 2min they are slow but now holy s- DRG will be horrible to play for those roulettes with have one less attack and Geirskogul CD increase can't wait to get q for Prea or any lv50 duty and do JUMP GCD,GCD,GCD,GCD,jump, GCD GCD GCD GCD jump for 10 minutes the biggest complain I had on DRG is that the mechanic of DRG only start to come at lv70 and is pretty much set at lv80 all of the rest for 80% of the game DRG has 0 flavor it's slow not flashy and without really strong attack60 and 120s bursts are almost identical except for BL, DFD + RotD and an extra LS. If they had reduced DFD CD to 60s, we'd have very packed bursts every minute and drifting would be harsher for more casual players. The busy-ness would be great to me but they probably thought it was too much.
What does bother me though is that every single one of our oGCDs has falloff damage now, despite DRG being notorious for having none in ShB.
The loss of SSD combined with the long GSK CD will be painful in level 50 and 60 duties, yeah. I mean, it's already quite awful even though I appreciate the jankiness because of the little change of pace compared to level 70 and above.What really bother me is DRG overall utility bellow lv80. DRG was already slow on low levels you had Geirskogul on 30sec , Spine shatter on 60sec , dragonfire on 2min they are slow but now holy s- DRG will be horrible to play for those roulettes with have one less attack and Geirskogul CD increase can't wait to get q for Prea or any lv50 duty and do JUMP GCD,GCD,GCD,GCD,jump, GCD GCD GCD GCD jump for 10 minutes the biggest complain I had on DRG is that the mechanic of DRG only start to come at lv70 and is pretty much set at lv80 all of the rest for 80% of the game DRG has 0 flavor it's slow not flashy and without really strong attack
I'm surprised they didn't at least tweak the levels in which actions are learned for AoE.
Level 70 duties will be a bit better due to having 3 NAS though but the biggest loss is that not having an actual gauge until level 90 is terrible for the job. The oGCD focused play style only actually comes into play from level 80 and above.
I wish they had put some higher level stuff at lower levels such as at least the second Life Surge charge but I guess they'll look into this in 8.0 when they will inevitably do a level squish.

Yeah I feel like DRG will be or at least feel like a deathweight for 50 , 60 and they also lost a buff even tho it's not that much of a problem it's still a party utility that is goneThe loss of SSD combined with the long GSK CD will be painful in level 50 and 60 duties, yeah. I mean, it's already quite awful even though I appreciate the jankiness because of the little change of pace compared to level 70 and above.
I'm surprised they didn't at least tweak the levels in which actions are learned for AoE.
Level 70 duties will be a bit better due to having 3 NAS though but the biggest loss is that not having an actual gauge until level 90 is terrible for the job. The oGCD focused play style only actually comes into play from level 80 and above.
I wish they had put some higher level stuff at lower levels such as at least the second Life Surge charge but I guess they'll look into this in 8.0 when they will inevitably do a level squish.
One thing I forgot to mention is that Piercing Talon has not changed at all. With the increased potencies of DT, as well as PT's anti-synergy with our rotation due to how it delays Power Surge and the Chaotic Spring's DoT reapplication, our only ranged attack looks to be even weaker than it already was in EW.

It's not a rework. They literally disappointed everyone. The more we know about this expansion, the more disappointing it becomes in every aspect.

Absolutely terrified about the drg rewrite, because there’s no need for it. Ever since I learned to write macros, it’s been laughably easy to combine abilities to maximize on out put, and these work very well with drg. No button bloat at all. A rewrite is just gonna dumb the job down.
‘He who has no expectations will never be disappointed.’
‘He who has no expectations will never be disappointed.’Absolutely terrified about the drg rewrite, because there’s no need for it. Ever since I learned to write macros, it’s been laughably easy to combine abilities to maximize on out put, and these work very well with drg. No button bloat at all. A rewrite is just gonna dumb the job down.
The job does have button bloat at 90 though. Way too many oGCDs to play optimally without it feeling consistently clunky. I'm not sure if it is a latency issue or because I don't use alexander/noclippy, but it feels really bad.
I agree it should get an upgrade that gives it a new animation and icon with a gae bolg visual theme. Something I find I'd like for melee jobs to have in this game is a strong-ish melee filler button. The use case is like this: I am ending garuda phase in UWU, in my combo I am at the chaotic spring part. It doesn't make sense to press that button when garuda is about to die and I know it was worth going down that path because I want to get a dot on ifrit asap. So I end up using 1 or 2 piercing talons as filler to avoid breaking my combo and can start ifrit with a combo'd dot application. Maybe there is a more optimal way of lining up my ifrit opener or garuda finisher, but it seems sensible the way it lines up in certain attempts just because of the kill speed of the group.One thing I forgot to mention is that Piercing Talon has not changed at all. With the increased potencies of DT, as well as PT's anti-synergy with our rotation due to how it delays Power Surge and the Chaotic Spring's DoT reapplication, our only ranged attack looks to be even weaker than it already was in EW.
It would be cool to have a non-combo button to press that didn't make me feel like I was sandbagging so hard. I am in melee range, but I don't want to break my combo. It would also be cool if piercing talon was more worthwhile to use and didn't feel like a basic lancer attack.
Last edited by HikariKurosawa; 06-12-2024 at 06:23 AM.
It was stated, that they wanted a rework, because they didnt knowed, how to evolve the Drg further. They endeds by a dead end with him (at last, as i had heared it).
The point, that the result yet is a very small rework, shows, that they probably had problems or wasnt satisfing enough. I can image it, that this now is more a stepping stone. Similary to the monk (who started his rework in SHB, and looks to be finished now in DT).
In addition have they stated, that the chance was more based on ninja or monk. And less like Summoner.
They keeped the core of the class. And reworked the connection of the skills instant



I don't know who is disappointed by a lack of rework, except for the people who didn't play DRG and just bought it when SE said it needed one. The changes don't seem stellar, but I think most people who do play the job feel like we dodged a bullet (only to see it hit BLM instead, against all the goddamn odds).
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