Genuinely the loss of Plunge makes me just not want to play DRK as much. It sounds trivial, but the reason I play and gravitate to certain jobs is because I simply like the look of how they fight. Good animations and sound effects are a HUGE reason people like certain jobs, but it's like the devs just don't see that. So they remove things but shift the potencies of attacks around so that the numbers balance out and then scratch their heads at why some players are upset. It's not about the balance and the numbers. A Dragoon who jumps less feels less like a dragoon, and so I don't want to play them as much anymore.
I don't play any of the classes I've been drawn to to do the most damage. I play them because there's just something about them that clicks with me and feels good to play, thought that's been getting slowly whittled away at over the years. I just don't care about being at the top of the damage charts or clearing week one or any of that. As long as the jobs can clear the content, that's good enough for me.
Maybe I'm just in the wrong circles, but I don't recall any tanks I've ever raided with complaining about weaving gap closers during burst, and even if some did, this can be solved by
- Practice your rotation until its second nature and you can hit those buttons in your sleep
- Changing gap closers so that they can only be used X amount of space away from a boss, so it's now JUST a utility button for certain moments and not something to spam during burst as it would be a DPS loss to run away from the boss, while keeping the old damage and animations for the moments they are needed in a fight to jump back into position in between GCDs.
- Remove damage but keep the same animations because everyone likes them even if them not doing damage doesn't make logical sense, because there's already plenty of stuff in our wacky JRPG boss battles that doesn't make logical sense anyway, so what else is new?


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