Who was the people exactly? I didn't see any DRG mains complaining, a heavy burst window was the only identity this job had left now it just feels like shit to play and adding potency doesn't make up for a job getting lobotomized when it feels bad to play.


In this very thread are people happy with this change.
Whether you personally agree or disagree with the changes it's important to keep in mind that the playerbase is not uniform.
I don't see a single person in this thread saying they're happy with this change apart from "And for me does it looks ok.", are we reading the same thread?
I couldn't care less if the playerbase is not uniform no one who plays DRG was complaining, the change was unwanted and unnecessary and just takes away things from the job without adding anything new. It's a direct downgrade and makes the flow of the job feel worse but feel free to be wrong about everything, maybe get your eyes checked!


I did not say that, and you'd do well to not try to charge windmills.
It doesn't take a lot of experience with MMORPGs to understand that if you are talking about such stuff as we are here, we are all in the top % of player performance for whatever we're talking about. The vast vast vast majority of the playerbase is far far FAR worse. And as a developer, it's a constant struggle between developing for the top end players that are vocal and let you know what they want and the actual mass of the playerbase that are your big income stream.
Do I like the Dragoon changes? No.
Do they make a difference to me personally? No, because I thought the job was so bad before already, this just makes no difference. 0/10->0/10, basically.
Does that make the changes good? Of course not.
Do I assume that there's a TON of players who now do significantly better with this job? Yes, and you know that's true, too.



I honestly doubt that, just like I don't think any curebot is gonna suddenly start spamming Holy because they reduced the cast time.
If bad players could get carried and clear dungeons before this change, why do that? I still don't understand who this is for. Do bad players even want to get better?
Where?
I don't main Black Mage. I don't like the way it plays. Should any of my feedback be weighted the same as somebody who mains it? Player sentiment will never be uniform, but they need to figure out who to actually listen to. A good start would be to filter out any complaints about having too many buttons to push. Unless it's about legitimate button bloat, which wasn't the case here.
Btw, I do not complain about Black Mage, I just play the job that is more in my ballpark. And those unfortunately keep getting neutered over and over again.


I mean, if we're trying to be specific, yes? In a certain way? Like, that main can't tell people good information about why someone wouldn't want to play Black Mage, which you can do. Vice versa, you can't tell people about how Black Mage plays in M4S, which the other person can do. Both are, in their own ways, important data points for a developer.
But that's also super not the point and we're going more and more offtopic. I don't know why they did this either, I would assume because they see some stats they have access to that tell them either or both of:
* Too many people try dragoon since Dawntrail that didn't play it before, and drop it again shortly.
* Too many Nastronds are not used and "missed", or too many triple-weaves happen.
That's about the only explanation I could come up with, because it feels random otherwise. However, importantly, there will be a reason. Devs got more than enough ways to appear busy if they want to, they wouldn't start making job changes just for the lulz. I just have no clue what the reason would be unless it's what I wrote above.


Not going to say where I got this data but iykyk, DRG was the third most played melee in Savage and solidly middle of the pack in overall dps. There is no lack of people playing the job, though with these changes I expect there will be. Removing two buttons in burst won't make the people who don't like the heavy weaving all that much happier, while people who enjoy the heavy weaving will now find the job less fun. And all of this is to say nothing of how dull the job is going to feel at any level before 100. Burst in UCoB being a single Nastrond and that's it is the most depressing thing.I mean, if we're trying to be specific, yes? In a certain way? Like, that main can't tell people good information about why someone wouldn't want to play Black Mage, which you can do. Vice versa, you can't tell people about how Black Mage plays in M4S, which the other person can do. Both are, in their own ways, important data points for a developer.
But that's also super not the point and we're going more and more offtopic. I don't know why they did this either, I would assume because they see some stats they have access to that tell them either or both of:
* Too many people try dragoon since Dawntrail that didn't play it before, and drop it again shortly.
* Too many Nastronds are not used and "missed", or too many triple-weaves happen.
That's about the only explanation I could come up with, because it feels random otherwise. However, importantly, there will be a reason. Devs got more than enough ways to appear busy if they want to, they wouldn't start making job changes just for the lulz. I just have no clue what the reason would be unless it's what I wrote above.
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