Quote Originally Posted by CidHeiral View Post
My dudes, you're all taking the troll bait hard, and doing so only makes the feedback here more difficult to parse for whoever collects it for the devs.
counter-point which I didn't want to say it out loud. By feeding the troll the post count goes up and community devs will have to look into the thread.

Now, going on a tangent, I haven't read the interview in June but I am genuinely concerned that the community is taking the whole "increasing stress" YoshiP mentioned as more job complexity. What I am seeing trending in DT is that said stress will not come in the form of a "job rotation stress" but instead as "fight mechanics stress". Although I kind of like DT in the sense they have introduced and brought back mechanics I have enjoyed in the past I could also see the amount of complaining about the increased in difficulty.

Furthermore, the tendencies I have seen from the devs is that body check mechanics (aka if one person messes up it's a party wipe bc you need all 8 players for that mechanic) is how they increase the difficulty and I am not very keen on that type of mechanics. The most fun this one has is when a fight is a complete mess and you somehow still pull it off and I have a feeling this is the kind of fun healers thrive on. My conclusion is that there needs to be balance. I don't want a case of Levi Savage where you had 1 mechanic that had to pay attention to but i also don't want a case of Athena Savage where every other mechanic was a body check.

The other tendency they have been using lately to inflate difficulty which I absolutely disagree with is how they seem to only throw in those punishing mechanics every 2 minute mark (read: when you're doing your burst). One of the arguments I've seen in favor of these DRG changes is that now you have time to use Feint and my original counter argument to that was "shock horror you have to talk to the other players in your team and coordinate cooldowns" (which will never happen in PF lets be real) but in DT it feels like EVERY. SINGLE. MECHANIC. is at the 2 minute mark which makes my argument of "use communication duh" moot.

Back onto DRG complaints though, I am basically repeating myself ad nauseum the devs have created this problem with overly busy 2 minute burst rotation and I feel like the fact that our oGCDs now have a combo (or a follow-up whatever you prefer to call it) actually exacerbated the problem and Nastrond absolutely did not deserve to be culled down to 1 because of this oversight.

On another note, I think I have finally realised why we have the sadness skedaddle (read: Wing Glide). Most melees have a disengage and engage button and this has now brought DRG in line to most melees. I'm still not sold on the fact that Elusive buffs your throw spear. I don't just use Elusive for disengaging and now I'll probably going to be punished if I use Elusive at the "wrong time" as per dev vision.