
EW DRG had 3 Nastrond not 2It's not two oGCD less now though, you are spreading misinformation.
DT 100 in 7.1: 1) Geirskogul, 2) Nastrond, 3) Jump, 4) Mirage Dive, 5) Stardiver, 6) Starcross, 7) Dragonfire Dive, 8) Rise of the Dragon, 9) Wyrmwind Thrust, 10) Life Surge, 11) Second Wyrmwind, 12) Second Life Surge. 10 unique abilities.
EW 90: 1) Geirskogul, 2) Nastrond, 3) Nastrond, 4) Spineshatter, 5) Spineshatter, 6) Jump, 7) Mirage Dive, 8) Stardiver, 9) Dragonfire Dive, 10) Wyrmwind Thrust, 11) Life Surge 12) Second Wyrmwind, 13) Second Life Surge. 9 unique abilities.
If you want to be honest, just do so.
Ah I get your twisted logic. In DT you count GSK as a buff not an oGCD while in EW you count it as an oGCD. So the reality is, with consistent logic, pre-7.1 had +1 oGCD over EW, and now it is 1 less oGCD but 1 more unique ability. Woooooow.
DT 100 7.0: 1) GSK, 2) Nast, 3) Nast, 4) Nast, 5) Jump, 6) MD, 7) Stardiver, 8) Starcross, 9) DFD, 10) RotD, 11) WWT, 12) LS, 13) WWT, 14) LS.
Any way you slice it, the differences are extremely slim and I feel the job plays much better now due to the removal of eyes. I was going off the pastebin saying it had 2 nastrond. Personally I wasn't a fan of the buildup and inconsistent burst windows, but to each their own. I can see why some people would prefer pre-DT dragoon as it gives you more time to ease into the complex and busy burst instead of just being thrust right into it from the start of the fight.


Third Nastrond in Endwalker did not fall under buffs because the skill was on a 10 second timer and buffs lasted 20 seconds. Since the conversation is about how busy the job is during burst moreso than in general, the numbers being discussed were specifically about usage during the buff windows.

ah i see gpt it

I saw your post, it was very good and I wholly agree about the animations. As someone who works in a related field I'm kinda shocked some of those poses made it through. I'm sure the animation team is working very hard but a lot of those bits feel quite overlooked. In general it feels like there's a lack of care directed at DRG lately. It's like after freaking out the DRG player base with the word Rework they tossed their hands up and said 'Fine, we just won't try anything then' and now we get these awful decisions.There's also quite a disconnect between the animations and gameplay now which I went over in my own DRG breakdown thread. They've moved away from many of the weighty animations that had lots of impact into these very quick (and often anatomically nonsensical) animations while also gutting half the job. So your character is darting around like out of an anime without really doing much of anything gameplay wise. It actually would have made more sense to stick with the slower, more powerful hits if this is the direction they were going.
I mean I guess JP is happy to weave less? But I'd say the same thing to them as I do to folks here on the English forums. Instead of trying to change the few things that make a job different from the others because you don't like how this one job plays maybe it's ok that we have a job that has skills that move you and lots of weaves. If you don't like those things there's 20 other jobs to try that don't do that and probably a few more jobs in the future.
Thank you! If you're a professional animator I'd love to hear you drop your thoughts on those animations in that thread if you ever have the time.I saw your post, it was very good and I wholly agree about the animations. As someone who works in a related field I'm kinda shocked some of those poses made it through. I'm sure the animation team is working very hard but a lot of those bits feel quite overlooked. In general it feels like there's a lack of care directed at DRG lately. It's like after freaking out the DRG player base with the word Rework they tossed their hands up and said 'Fine, we just won't try anything then' and now we get these awful decisions.
I agree 100%.I mean I guess JP is happy to weave less? But I'd say the same thing to them as I do to folks here on the English forums. Instead of trying to change the few things that make a job different from the others because you don't like how this one job plays maybe it's ok that we have a job that has skills that move you and lots of weaves. If you don't like those things there's 20 other jobs to try that don't do that and probably a few more jobs in the future.
My least favorite job in this game is Dancer. I'd rather be waterboarded than play that job for a myriad of reasons, but you don't see me in DNC threads listing all the things I would change about it because plenty of people love it the way it is. I just don't play that job. Why SE is so dead set on ruining jobs for the people who love them to try to appeal to people who dislike them is beyond me. It's like every job is in a race to the bottom trying to appeal to the absolute lowest common denominator bottom of the barrel players.


I agree. It would be nice if they stopped catering to the people who don't like the job. By trying to make it appealing they are driving away the people who like the job and stuck with it since the beginning.




That's literally how we got current MCH and SMN.


Honestly continuing to play this I would at this point even just take splitting the potency from Nastrond in half and letting us press it twice. Just give me a little more button pressing, as a treat.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



