Quote Originally Posted by CidHeiral View Post
I've thought about that as well. I still consider myself a DRG main despite despising everything about Dawntrail DRG. I wonder how many other players are just dealing with it despite not liking the changes just because it's their favorite job.
The problem is that I can kinda see this from the dev perspective: "But we didn't do anything negative". Which is kinda true. If you end up pressing the same buttons in virtually the same manner and order, even if the underlying mechanic that first made you press them that way is removed, is it actually a real change? If the mechanic were invisible before, would you even be able to tell the change?

It's kinda weird like that.

It's also why I feel they need to first decide to what degree they want to heterogenize melee DPS before starting reworks/changes on any of them. I would love for Dragoon to be a job that has significant air time, and taken from PvP it's invulnerable while up there, but in turn attacks slowly (if strong) and is limited in movement as jumping takes commitment. It'd be a cool unique thing, limited mobility but also limited vulnerability. But similar niches and design paradigms need to exist for all melee jobs first, before putting any into action. Monks for example have this stance-dance, but it does absolutely nothing mechanically that it is usable for. But there is a concept that could be made into a unique "thing" at least.

Come to think of it, maybe Dragoon's "thing" would just be a +2y or +5y melee reach or so? Since we use a lance?!